Tonguez
A suffusion of yellow
What does that look like?I love the hell out of Fate and its conflicts, but for D&D I've just ported Parley move from DW and it works well too.
What does that look like?I love the hell out of Fate and its conflicts, but for D&D I've just ported Parley move from DW and it works well too.
In a game with followers and organizations, your charisma can determine how big of a following you can develop.That said, if Cha doesn’t matter it just becomes a dump stat.
I don't know what exactly you are asking about, so I'm gonna answer for both.What does that look like?
When you have leverage on a GM Character and manipulate them, roll +Cha. Leverage is something they need or want. ✴ On a 10+, they do what you ask if you first promise what they ask of you. ✴ On a 7–9, they will do what you ask, but need some concrete assurance of your promise, right now.
Parley covers a lot of ground including old standbys like intimidation and diplomacy. You know you’re using parley when you’re trying to get someone to do something for you by holding a promise or threat over them. Your leverage can be nasty or nice, the tone doesn’t matter.
Merely asking someone politely isn’t parleying. That’s just talking. You say, “Can I have that magic sword?” and Sir Telric says, “Hell no, this is my blade, my father forged it and my mother enchanted it” and that’s that. To parley, you have to have leverage. Leverage is anything that could lure the target of your parley to do something for you. Maybe it’s something they want or something they don’t want you to do. Like a sack of gold. Or punching them in the face. What counts as leverage depends on the people involved and the request being made. Threaten a lone goblin with death and you have leverage. Threaten a goblin backed up by his gang with death and he might think he’s better off in a fight.
On a 7+ they ask you for something related to whatever leverage you have. If your leverage is that you’re standing before them sharpening your knife and insinuating about how much you’d like to shank them with it they might ask you to let them go. If your leverage is your position in court above them they might ask for a favor.
Whatever they ask for, on a 10+, you just have to promise it clearly and unambiguously. On a 7–9, that’s not enough: you also have to give them some assurance, right now, before they do what you want. If you promise that you’ll ensure their safety from the wolves if they do what you want and you roll a 7–9 they won’t do their part until you bring a fresh wolf pelt to prove you can do it, for example. It’s worth noting that you don’t actually have to keep your promise. Whether you’ll follow up or not, well, that’s up to you. Of course breaking promises leads to problems. People don’t take kindly to oath-breakers and aren’t likely to deal with them in the future.
In some cases when you state what you want you may include a possible promise for the creature to make, as in “flee and I’ll let you live.” It’s up to the target of the parley if that’s the promise they want or if they have something else in mind. They can say “yes, let me live and I’ll go” (with assurances, if you rolled a 7–9) or “promise me you won’t follow me.”
I don't know what exactly you are asking about, so I'm gonna answer for both.
In Fate there's no substantial difference between, say, a bar fight and a heated argument between lovers. The only difference is, in a bar fight characters use their physical skills to inflict things like Ruined suit and Broken ribs, and in a heated argument they use mental and social skills to inflict things like Ruined day and Broken heart.
Parley move in Dungeon World looks like this:
For 5e porting, I've just switched 10+ and 7-9 to 18+ and 11-17 (which are rough approximation of PbtA numbers) and use whatever skill and ability that applies in a given scenario.
I think the problem most “social combat” systems is that they try to imitate the wrong parts of combat. I think the designers of these systems recognize that combat is often more engaging than social interaction, but mistakenly attribute that engagement to the combat rules system, when what combat really has over social interaction is a consistent source of dynamic conflict. Combat is ultimately a means of resolving a conflict, so if combat is happening, there is basically always a source of conflict, pretty much by definition. On the other hand, social interactions don’t always have built-in conflicts. They can often be aimless and meandering, which can lead to a feeling that those scenes are lacking something. And a detailed rules system isn’t going to fix that problem. What’s needed isn’t social combat mechanics, but more dynamic, conflict-driven social scenes.
ae, I wasnt entirely clear but I was seeking an overview of the Parley system and from what you've explained it does look like a good way to handle social interactions that require the players to actively engage in "offer and bargain" system. I like itI don't know what exactly you are asking about, so I'm gonna answer for both.
In Fate there's no substantial difference between, say, a bar fight and a heated argument between lovers. The only difference is, in a bar fight characters use their physical skills to inflict things like Ruined suit and Broken ribs, and in a heated argument they use mental and social skills to inflict things like Ruined day and Broken heart.
Parley move in Dungeon World looks like this:
For 5e porting, I've just switched 10+ and 7-9 to 18+ and 11-17 (which are rough approximation of PbtA numbers) and use whatever skill and ability that applies in a given scenario.