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Idea for social encounters in RPGs
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<blockquote data-quote="ExploderWizard" data-source="post: 4465988" data-attributes="member: 66434"><p>Its an interesting concept, but the Archchancellor was correct about the "too random" and "not coming up often enough" problems with this method. Some players simply do not enjoy taking extensive part in social encounters and might not like being put on the spot. No game mechanic is going to make an introverted player into a social butterfly, that takes real time and (professional) effort if it happens at all. </p><p> </p><p>I am working on a skill resolution system ( for all skills including social) for OD&D/Basic D&D that represents character skill without reducing player input to a die roll.</p><p> </p><p>The resolution system should:</p><p>1) Not limit the player's opportunity to try anything that they can think of.</p><p> </p><p>2) Allow the player to choose talents and skills based on background/ player interest and not be dictated by class.</p><p> </p><p>3) make those choices meaningful by having talent and skill use important to success in adventuring. </p><p> </p><p>4) Not use skill points or something similar to track and assign, yet make character level and experience relevant to determining success.</p><p> </p><p>5) Still require the player to describe what is being done without using the character sheet as a "menu" to choose options.</p><p> </p><p>The project is still in the design process. I had not considered the use of cards. It seems that something making use of cards could be workable if the random factor were toned down a bit.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4465988, member: 66434"] Its an interesting concept, but the Archchancellor was correct about the "too random" and "not coming up often enough" problems with this method. Some players simply do not enjoy taking extensive part in social encounters and might not like being put on the spot. No game mechanic is going to make an introverted player into a social butterfly, that takes real time and (professional) effort if it happens at all. I am working on a skill resolution system ( for all skills including social) for OD&D/Basic D&D that represents character skill without reducing player input to a die roll. The resolution system should: 1) Not limit the player's opportunity to try anything that they can think of. 2) Allow the player to choose talents and skills based on background/ player interest and not be dictated by class. 3) make those choices meaningful by having talent and skill use important to success in adventuring. 4) Not use skill points or something similar to track and assign, yet make character level and experience relevant to determining success. 5) Still require the player to describe what is being done without using the character sheet as a "menu" to choose options. The project is still in the design process. I had not considered the use of cards. It seems that something making use of cards could be workable if the random factor were toned down a bit. [/QUOTE]
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