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<blockquote data-quote="pemerton" data-source="post: 7741503" data-attributes="member: 42582"><p>There's no reason that social mechanics have to be arbitrary, is there?</p><p></p><p>I mean, if the rules of the game dicatate - for whatever reason - that a PC dies (say from poison), then the GM is absolutely entitled to narrate that as some sort of freakish event, isn't s/he (eg the poison led to a fatal blood clot)?</p><p></p><p>I don't know what sort of mechanics you have in mind? I'm thinking of fairly well-known RPGs with robust mechanics for resolving social mechanics - most of the time these are instances or specialised applications of general resolution frameworks. (I'm thinking Dogs in the Vineyard, Burning Wheel, HeroWars/Quest, The Dying Earth, probabluy Fate as well.)</p><p></p><p>"Takeover powers" would a poor description of social resolution in any of those games. I don't know if that's how people run 3E/PF, but I though everyone knew that 3E/PF Diplomacy rules are worthless.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7741503, member: 42582"] There's no reason that social mechanics have to be arbitrary, is there? I mean, if the rules of the game dicatate - for whatever reason - that a PC dies (say from poison), then the GM is absolutely entitled to narrate that as some sort of freakish event, isn't s/he (eg the poison led to a fatal blood clot)? I don't know what sort of mechanics you have in mind? I'm thinking of fairly well-known RPGs with robust mechanics for resolving social mechanics - most of the time these are instances or specialised applications of general resolution frameworks. (I'm thinking Dogs in the Vineyard, Burning Wheel, HeroWars/Quest, The Dying Earth, probabluy Fate as well.) "Takeover powers" would a poor description of social resolution in any of those games. I don't know if that's how people run 3E/PF, but I though everyone knew that 3E/PF Diplomacy rules are worthless. [/QUOTE]
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