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Social Pillar Mechanics: Where do you stand?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9292287" data-attributes="member: 6790260"><p>Then I would say that that is a fundamentally bad skill challenge. If nothing changes as a result of player action, a significant part of what makes this method interesting is gone. The world is not and should not be a static thing.</p><p></p><p></p><p>No. Instead, they should be part of how the situation evolves dynamically in response to the players' actions and proceeding from their own goals. I gave an example upthread, where there was a duplicitous Baron and a deceived Countess. The Baron casts aspersions, exploits weaknesses, etc.--no rolling on his part, instead, changing the context for future interactions. If, for example, the party Rogue fails a check, that could cash out as the Baron catching her on a flubbed bit of fact, or revealing her unsavory past, or some other setback that now puts the players on the defensive. Conversely, if the players do well at something, he might try to steer the conversation back to something under his control, and thus make it hard to repeat previous successes but opening up room for <em>new</em> approaches. Likewise, the Countess isn't a bad person, but she's been misled, and it's very important to avoid hardening her opposition. (So, for example, if the overall SC fails, but the party succeeds on every roll <em>related to the Countess</em>, they could get a consolation prize of "you've persuaded <em>me</em> there's more going on. Let's work together to prove your claims, because I don't want this country being ruled by evil cultists!")</p><p></p><p>This is part of why it's so important for SCs to actually be dynamic. Static, passive situations result in fairly static, boring experiences.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9292287, member: 6790260"] Then I would say that that is a fundamentally bad skill challenge. If nothing changes as a result of player action, a significant part of what makes this method interesting is gone. The world is not and should not be a static thing. No. Instead, they should be part of how the situation evolves dynamically in response to the players' actions and proceeding from their own goals. I gave an example upthread, where there was a duplicitous Baron and a deceived Countess. The Baron casts aspersions, exploits weaknesses, etc.--no rolling on his part, instead, changing the context for future interactions. If, for example, the party Rogue fails a check, that could cash out as the Baron catching her on a flubbed bit of fact, or revealing her unsavory past, or some other setback that now puts the players on the defensive. Conversely, if the players do well at something, he might try to steer the conversation back to something under his control, and thus make it hard to repeat previous successes but opening up room for [I]new[/I] approaches. Likewise, the Countess isn't a bad person, but she's been misled, and it's very important to avoid hardening her opposition. (So, for example, if the overall SC fails, but the party succeeds on every roll [I]related to the Countess[/I], they could get a consolation prize of "you've persuaded [I]me[/I] there's more going on. Let's work together to prove your claims, because I don't want this country being ruled by evil cultists!") This is part of why it's so important for SCs to actually be dynamic. Static, passive situations result in fairly static, boring experiences. [/QUOTE]
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