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All Characters Should be Good at Talking to NPCs
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<blockquote data-quote="Campbell" data-source="post: 8323815" data-attributes="member: 16586"><p>While I view having more well rounded characters who can participate in more types of scenes as a good thing what I like even more are having niches within a given type of encounter so we can have more diverse and interesting sorts of social encounters and sorts of exploration encounters where players have to work together to be effective just like they have to in combat.</p><p></p><p>Even more important to me when it comes to social scenes (which most of the games I run tend to heavily skew to) is keeping the focus on the fiction. A well designed fiction first social influence system like we get in Hillfolk, Dogs in the Vineyard, Chronicles of Darkness, and Exalted Third Edition amongst others keeps the focus on the fiction and prevents us from ignoring salient bits of the fiction in order to get the result we want. Often I find that when we just play out conversations at the table it can be easy to filter out important details when they are inconvenient. A good social influence system can help keep the focus on the fiction and prevent us from getting too caught up in our conceptions of who these characters are. It can also really help situations that should be tense not fall prey to our natural agreeableness. </p><p></p><p>That last bit can be a big problem for me. Not so much for some other people I bet.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8323815, member: 16586"] While I view having more well rounded characters who can participate in more types of scenes as a good thing what I like even more are having niches within a given type of encounter so we can have more diverse and interesting sorts of social encounters and sorts of exploration encounters where players have to work together to be effective just like they have to in combat. Even more important to me when it comes to social scenes (which most of the games I run tend to heavily skew to) is keeping the focus on the fiction. A well designed fiction first social influence system like we get in Hillfolk, Dogs in the Vineyard, Chronicles of Darkness, and Exalted Third Edition amongst others keeps the focus on the fiction and prevents us from ignoring salient bits of the fiction in order to get the result we want. Often I find that when we just play out conversations at the table it can be easy to filter out important details when they are inconvenient. A good social influence system can help keep the focus on the fiction and prevent us from getting too caught up in our conceptions of who these characters are. It can also really help situations that should be tense not fall prey to our natural agreeableness. That last bit can be a big problem for me. Not so much for some other people I bet. [/QUOTE]
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