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Actual play: my first "social only" session
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<blockquote data-quote="S'mon" data-source="post: 5650258" data-attributes="member: 463"><p>My normal approach would be to get into the minds of the major NPCs, decide what their goals were, and with that in mind run them much as a player runs a PC. A kind of 'method acting' approach. It does not define the situation in terms of a success/failure state for the PCs - the players themselves define what their success/failure conditions are, or they don't define any and sort of drift through the 'encounter'. It's often possible for the players to succeed in their goals with no dice rolls made; dice are usually only rolled when I'm uncertain how an NPC will react. And it's possible for both PCs and NPCs to 'succeed' - to regard the encounter as a success - or to 'fail' - to see the encounter as a failure.</p><p></p><p>I have a lot of trouble understanding how the Skill Challenge binary success/failure state is supposed to work in terms of general social dynamics, or why it 'cuts out' once success or failure is achieved. What I do tend to use is a "3 strikes & you're out" approach to particular goals - eg you get 3 rolls to persuade the Baron, if you fail 3 times before 1 success then he's unpersuadable. I find that a lot more intuitive than always requiring (eg) 4 successes before 3 failures.</p></blockquote><p></p>
[QUOTE="S'mon, post: 5650258, member: 463"] My normal approach would be to get into the minds of the major NPCs, decide what their goals were, and with that in mind run them much as a player runs a PC. A kind of 'method acting' approach. It does not define the situation in terms of a success/failure state for the PCs - the players themselves define what their success/failure conditions are, or they don't define any and sort of drift through the 'encounter'. It's often possible for the players to succeed in their goals with no dice rolls made; dice are usually only rolled when I'm uncertain how an NPC will react. And it's possible for both PCs and NPCs to 'succeed' - to regard the encounter as a success - or to 'fail' - to see the encounter as a failure. I have a lot of trouble understanding how the Skill Challenge binary success/failure state is supposed to work in terms of general social dynamics, or why it 'cuts out' once success or failure is achieved. What I do tend to use is a "3 strikes & you're out" approach to particular goals - eg you get 3 rolls to persuade the Baron, if you fail 3 times before 1 success then he's unpersuadable. I find that a lot more intuitive than always requiring (eg) 4 successes before 3 failures. [/QUOTE]
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