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<blockquote data-quote="5ekyu" data-source="post: 7631897" data-attributes="member: 6919838"><p>[MENTION=6993955]Fenris-77[/MENTION]</p><p>"Combat is different precisely because everyone does get a turn and the system supports the participation of the whole party. Even if you didn't land the mortal blow, you got your licks in. Social interaction doesn't currently work like that, but I think it should. Part of what I'm working on is ways to do that, both in smaller scale encounters and especially is larger scale social encounters (the Dukes ball etc), and also to spread some of the love outside the bounds of skills controlled by CHA."</p><p></p><p>While the social systems dont force round by round operation character by character, they * do* work to involve everyone or at least most. </p><p></p><p>But, first, the social challenge/pillar needs the GM to provide a more than big simple challenge. Not unlike a simple wolf-at-door combat might not require any significant contribution except for the slugger, a social encounter thst only needs a good Charisma check is just as likely to have some "sit this out."</p><p></p><p>But if you look at the social challenge as a multi-fsceted thing you wind up needing</p><p></p><p>Charisma strength for influencing others.</p><p>Wisdom strength for penetrating deceptions and getting clues about others</p><p>Intelligence strength for investigations to gain keys for influencing others. </p><p></p><p>For typical game PC design, that's often two to three of your PCs playing major roles, getting "their loicks in" - more if any of these lead to more direct challenges. </p><p></p><p>Like a combat encounter, a GM can make it out as something where everybody matters, or not. Without encounter dedign at all, either might be leading to cases where only one or two matter. </p><p></p><p>But game system-wise no one character is driven to design being good at all three of those and its likely they are spread across three PCs. </p><p></p><p>That's even ignoring the working together help options.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7631897, member: 6919838"] [MENTION=6993955]Fenris-77[/MENTION] "Combat is different precisely because everyone does get a turn and the system supports the participation of the whole party. Even if you didn't land the mortal blow, you got your licks in. Social interaction doesn't currently work like that, but I think it should. Part of what I'm working on is ways to do that, both in smaller scale encounters and especially is larger scale social encounters (the Dukes ball etc), and also to spread some of the love outside the bounds of skills controlled by CHA." While the social systems dont force round by round operation character by character, they * do* work to involve everyone or at least most. But, first, the social challenge/pillar needs the GM to provide a more than big simple challenge. Not unlike a simple wolf-at-door combat might not require any significant contribution except for the slugger, a social encounter thst only needs a good Charisma check is just as likely to have some "sit this out." But if you look at the social challenge as a multi-fsceted thing you wind up needing Charisma strength for influencing others. Wisdom strength for penetrating deceptions and getting clues about others Intelligence strength for investigations to gain keys for influencing others. For typical game PC design, that's often two to three of your PCs playing major roles, getting "their loicks in" - more if any of these lead to more direct challenges. Like a combat encounter, a GM can make it out as something where everybody matters, or not. Without encounter dedign at all, either might be leading to cases where only one or two matter. But game system-wise no one character is driven to design being good at all three of those and its likely they are spread across three PCs. That's even ignoring the working together help options. [/QUOTE]
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