I would hope that any RPG designer only pays as much heed to any mechanic as s/he feels s/he has to!that's one minor mechanic in a book otherwise filled with combat and exploration mechanics, which backs my assertion that the designers paid only as much heed to social mechanics as they felt they had to.
My point was that the designers clearly didn't think that "in-character talk at the table would suffice" (to quote your earlier post once again) - because they included a very important mechanic, linked to the CHA stat, which determines via that modified roll how the GM is to frame the encounter between PCs and NPCs/monsters. As @AbdulAlhazred said, this is where a whole lot of classic D&D hijinks start from. You don't have to have a MU cast Charm Person or Sleep in order to avoid having to fight everything encountered.
This is one half of exactly what I have zero interest in. What is the point of "hints from the GM" to tell the player how to solve the puzzle. Who's playing the game here, the player(s) or the GM solitaire?A frustration I prefer to lean into, to a certain extent, rather than avoid.
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For example, if the GM (or the module) has pre-determined that a down-to-business approach will be much more effective with the Duke than will small talk and flattery then if your approach involves a lot of flattery and bootlicking you're not likely to get very far. And even if your PC has no knowledge of these tendencies going in, one or two "Shut up and let's talk turkey" hints from the GM-as-Duke in response to your fawning approach ought to get it across, after which you sink or swim on your own.
And this is the other half: because basically what is happening here is that I'm working through a pre-authored flowchart/decision-tree that is triggered by the players' action declarations.If the GM is doing her job halfway well, the outcome that results will stem more or less directly from the approach you took, based on what the GM has decided makes that NPC tick.
I don't really think of play in terms of "roleplaying effort".What you don't mention here, in a write-up of what at face value sounds like a very cool situation, is how much if any role-play went on before the seduction check happened. I mean, if a seduction-check mechanic exists I can see many players saying no more than "I try to seduce her and - hey - double-sixes!"; where I (and I kinda suspect you also) would like to see a lot more roleplaying effort put in before that roll can occur.
The players' main goal was to continue their exploration of the alien vessel Annic Nova without being interdicted. Here's the extract from the actual play write-up I posted in September:
On re-reading that there were more checks than I recalled - distracting people from the second refuelling, blowing off the aide, and persuading Lady Askol that she hadn't really been kidnapped. For each there was a clear intent as well as task, and the amount of narration from the player would be pretty close to what I've described in this post: a bit of first person, a bit of third person. The key thing is establishing the fiction and how it relates to the intent, so that the action declaration can be meaningfully resolved.In the last session, the PCs had defeated all the Aliens on board the mysterious starship the Annic Nova
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The Imperial Navy Cutter Modiphius had caught up with their starship (the laboratory research vessel St Christopher), but the wordsmith PCs - Methwit the "diplomat" (ie spy) and Vincenzo von Hallucida, the noble owner of the St Chrisopher who was being patched through from on-board the Annic Nova - were stalling Commander Lady Askol and her aide-de-camp Marine Lt Kadi.
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the players decided that more stalling was in order. Their computer programmer on board the Annic Nova, Zeno Doxa, would need a week to have a chance of deciphering the workings of the alien computer. And so Vincenzo proposed that there be further discussions onworld about the strength of his salvage claim over the Annic Nova. He figured that it must be possible to fill a week on a winery tour! With another strong reaction roll Lady Askol agreed to this, and so seven player-controlled characters (Vincenzo and his close friend Leila Lo, the former owner of the St Christopher from whom he won it in a bet; Methwit; the other two noble PCs Sir Glaxon and von Jerrel; and as hangers-on Bobby "the Robber" (handy with an auto-rifle and with Streetwise-1) and Alissa (handy with a cutlass)) and the two NPCs went down to Novus, where for Cr 2,000 per day they had a good time.
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The players <snippage> came up with a new plan: the St Christopher refuelled and charged its own jump pod, and then with some jury-rigged cables this power was transferred into the accumulator on the Annic Nova. The St Christopher then returned to Novus and refuelled again. A successful reaction check by von Jerrel's player (he has Liaision-1) ensured that the naval authorities on Novus didn't notice the double refuelling. And as it turned out, this was the beginning of von Jerrel's play to seduce Lady Askol.
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Von Jerrel invited Lady Askol on board the Annic Nova to be personally shown around the vessel; and with another successful check he was able to blow off her aide-de-camp, so she was not accompanied by any other Navy personnel. His reaction roll when he went to kiss her was a natural 12 (on 2d6) and so she didn't notice when the jump drive was activated. It was only when he took her up to the astrogation dome that she realised the vessel was in jump space. Another two strong rolls meant that von Jerrel assuaged her initial outrage and was able to continue his seduction ("I thought that you wouldn't want us to be separated!") - but she did continue to insist that, from the point of view of her official duties, it was a kidnapping and not a desertion.
Re-reading this play example, it shows how things can go with a series of successful rolls: a plan to steal a ship from under the noses of Imperial Navy ships worked! Obviously there are other ways to run heists (I've never played BitD or Scum and Villainy, but I gather the latter adapts the former for space rogues) but this one played out pretty nicely.
Not to say that things can't be interesting on failures too - von Jerrel's player has had strings of failures for his other characters in earlier sessions - but for me what it shows is the use of mechanics to determine whether intent is realised or not produces sequences of results that are not predicted or dictated by anyone.
To me there seemed to be no reason to call for a check. The earlier outcome was still in force; and there were two further reasons.Once things get going after that I'd also probably have one more check at some point surrounding the deception/lie, either by the player if the game had a specific Deception mechanic or by me-as-GM to see on a sliding scale if and-or how hard Lady Askol fell for it...which means - somewhat surprisingly - mechanically we're on pretty close ground here.
One was "internal" to the fictional situation: Lady Askol is INT 5, and so not all that sharp. There is no Bluff skill in Classic Traveller - the rules don't discuss it, but I think it's mostly for the GM to adjudicate based on NPC INT. Perhaps with a check on INT. The upshot is that deceiving via the spoken word is not apt to be a significant crunch-point in play - rather it's a step to something else. If you think of it in terms of AW moves - if you do it, you do it - than there is no when you tell someone a lie move. (Forging documents is a different matter: there is a Forgery skill, and it feeds into the rather intricate subsystems for dealing with officials and bureaucracy.)
The second was "external" to the immediate situation but pretty important at the table: the player (clearly) didn't want Lady Askol to decide that von Jerrel must be deported back to Ashar. And I didn't want that either! So there was no point in calling for a check that would result in such a possibility. (Whereas the earlier checks did involve interesting alternatives - Lady Askol being accompanied by her aide; or being upset at being kidnapped; or noticing the second refuelling which might have resulted in politics on Novus or space combat in its vicinity.)
And an EDIT TO ADD:
In theory 3e had the same proviso, as noted in the PHB (and the DMG?). In practice...well...
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My point is that the introduction and presence of those mechanics led straight to a "skip to the roll" mentality among a distressingly large subset of players
The point of social mechanics as I see it, and as I hope my actual play example illustrates, is not to "skip to the roll". It's to allow for the determination of outcomes other than via dictation.And would you mind telling me how it works in practice for these games you have no actual experience with?
If the mechanics are any good, they will need the player to establish what the fiction and intent is that feeds into the resolution. That can be done via 1st person play or 3rd person narration of one's PC - what matters is that we know what (eg) von Jerrel is hoping to achieve - eg to have Lady Askol not hold it against him that she came on board a jumping vessel without her aide.
The problem with 3E's Diplomacy system as I have heard it described (I have almost no experience with it) are:
(1) It is weak on calling for intent, and is focused more on reframing the starting-point of the situation (eg from Hostile to Friendly) rather than on generating some response by the NPC to the PC's action (like Lady Askol's outrage being assuaged);
(2) It's maths are broken.
Solid maths is important in any system. AW has it baked in. Classic Traveller is not quite as tight as AW, but seems mostly to work.
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