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<blockquote data-quote="PsyzhranV2" data-source="post: 8143738" data-attributes="member: 7015332"><p>From where I'm standing, (not just this particular post but the general trend of this conversation), the whole situation looks like somebody offering you a power drill to tighten some screws but you insisting that your rusty screwdriver that barely fits suffices. Or in more extreme cases, it seems you're trying to tighten screws with a hammer.</p><p></p><p>Where did this idea of combat and exploration being the only things worth mechanizing come about? Why must social interaction be entirely freeform? I understand if you're intentionally shooting for that as a means of stylistic design (namely certain strains of OSR), but as a general rule? Having no adjudication measures for social situations beyond "the GM says so" means that A: those situations lack mechanical weight and impact, and B: players who aren't confident with certain social situations IRL can't participate effectively, just as if a person who didn't know any wilderness survival measures was asked to freeform roleplay an exploration scenario.</p><p></p><p>If that isn't what the game is about - if much more time is being spent on combat or exploration than social situations, I guess it's an acceptable loss. But that requires the recognition that your game isn't <em>about </em>that thing. Yes, the negative space in the D&D rules design does permit the freeform roleplaying of exploring relationships (going back to the current discussion topic), but compare that to Monsterhearts, where the entire game is <em>about </em>relationships, and has mechanical support to match. A much weightier and robust experience can be gained from the latter.</p></blockquote><p></p>
[QUOTE="PsyzhranV2, post: 8143738, member: 7015332"] From where I'm standing, (not just this particular post but the general trend of this conversation), the whole situation looks like somebody offering you a power drill to tighten some screws but you insisting that your rusty screwdriver that barely fits suffices. Or in more extreme cases, it seems you're trying to tighten screws with a hammer. Where did this idea of combat and exploration being the only things worth mechanizing come about? Why must social interaction be entirely freeform? I understand if you're intentionally shooting for that as a means of stylistic design (namely certain strains of OSR), but as a general rule? Having no adjudication measures for social situations beyond "the GM says so" means that A: those situations lack mechanical weight and impact, and B: players who aren't confident with certain social situations IRL can't participate effectively, just as if a person who didn't know any wilderness survival measures was asked to freeform roleplay an exploration scenario. If that isn't what the game is about - if much more time is being spent on combat or exploration than social situations, I guess it's an acceptable loss. But that requires the recognition that your game isn't [I]about [/I]that thing. Yes, the negative space in the D&D rules design does permit the freeform roleplaying of exploring relationships (going back to the current discussion topic), but compare that to Monsterhearts, where the entire game is [I]about [/I]relationships, and has mechanical support to match. A much weightier and robust experience can be gained from the latter. [/QUOTE]
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