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General Tabletop Discussion
*TTRPGs General
Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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<blockquote data-quote="pemerton" data-source="post: 7919788" data-attributes="member: 42582"><p>Sure. I was just querying [USER=29398]@Lanefan[/USER]'s suggestion that 3E D&D is a system which has <em>specific rules to determine what the PC does</em>. I don't think that suggestion is correct.</p><p></p><p>I tend to think it's terrible.</p><p></p><p>I agree with this from upthread:</p><p style="margin-left: 20px"></p><p></p><p>I tend not to use "starting attitude" as big factor in social resolution, unless there is already some established fiction that so-and-so is friendly to, or hostile to, the PC in question. If such a thing is established, then it becomes a relevant modifier (eg a penalty in Traveller, a DC-adjuster in 4e or Burning Wheel, a mod to the dice pool in Prince Valiant, etc).</p><p></p><p>The player declares their action, which normally consists in saying (or perhaps paraphrasing) what their PC says. This will establish the parameters for consequences of success or failure. It might also affect the difficulty (eg if it's a big ask) or grant a bonus (Traveller doesn't have so much room for this, but BW, 4e D&D and Prince Valiant all have room for some sort of add resulting from an impassioned performance).</p><p></p><p>Then the dice are rolled and the outcome determined via the appropriate system method. (Eg in Traveller there's a look-up table for NPC reactions; other systems might be more about GM narration of fiction-appropriate consequences that reflect either success or failure.)</p><p></p><p>Nothing too radical there I don't think!</p></blockquote><p></p>
[QUOTE="pemerton, post: 7919788, member: 42582"] Sure. I was just querying [USER=29398]@Lanefan[/USER]'s suggestion that 3E D&D is a system which has [I]specific rules to determine what the PC does[/I]. I don't think that suggestion is correct. I tend to think it's terrible. I agree with this from upthread: [indent][/indent] I tend not to use "starting attitude" as big factor in social resolution, unless there is already some established fiction that so-and-so is friendly to, or hostile to, the PC in question. If such a thing is established, then it becomes a relevant modifier (eg a penalty in Traveller, a DC-adjuster in 4e or Burning Wheel, a mod to the dice pool in Prince Valiant, etc). The player declares their action, which normally consists in saying (or perhaps paraphrasing) what their PC says. This will establish the parameters for consequences of success or failure. It might also affect the difficulty (eg if it's a big ask) or grant a bonus (Traveller doesn't have so much room for this, but BW, 4e D&D and Prince Valiant all have room for some sort of add resulting from an impassioned performance). Then the dice are rolled and the outcome determined via the appropriate system method. (Eg in Traveller there's a look-up table for NPC reactions; other systems might be more about GM narration of fiction-appropriate consequences that reflect either success or failure.) Nothing too radical there I don't think! [/QUOTE]
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Beginning to Doubt That RPG Play Can Be Substantively "Character-Driven"
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