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<blockquote data-quote="pemerton" data-source="post: 7743143" data-attributes="member: 42582"><p>I didn't think this was a D&D thread - it's in General RPG, after all. I though it was a thread about how social mechanics of varous sorts relate to player agency (whcih presumably also has various manifestations).</p><p></p><p>Classic Traveller has the following rule in relation to encounter rolls (Book 3, p 23):</p><p></p><p style="margin-left: 20px">Reactions are used by the referee and by players as a guide to the probable actions of individuals. . . Reactions govern the reliability and quality of hirelings and employees. Generally, they would re-roll reactions in the face of extremeley bad treatment of unusually dangerous tasks.</p><p></p><p>In the example of play in Moldvay Basic (p B28), the PCs meet some hobgoblins and the GM makes a reaction roll. This is modified by a player's declared action for his/her PC ("The DM decided that Silverleaf's open hands and words in the hobgoblins' language are worth +1 when checking for reaction"). As negotiations unfold, "The DM rolls a new reaction with no adjustments."</p><p></p><p>I have used that same technique in my Traveller GMing - ie rolling a new reaction, with appropriate modifiers (if any), to determine how NPCs respond in unfolding conversation or negotiation. I think it is consistent with the spirit of the rules presented on p 23 of Book 3.</p><p></p><p>And this is clearly not just setting starting conditions. It is a way of determining what happens, and is affected by player action declarations. When I GM Traveller, I actually have the players roll the reaction dice, which seems more "contemporary" in feel: it's analogous to a Diplomacy check in 4e, or a Leadership or Seduction or other influence check in Rolemaster.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7743143, member: 42582"] I didn't think this was a D&D thread - it's in General RPG, after all. I though it was a thread about how social mechanics of varous sorts relate to player agency (whcih presumably also has various manifestations). Classic Traveller has the following rule in relation to encounter rolls (Book 3, p 23): [indent]Reactions are used by the referee and by players as a guide to the probable actions of individuals. . . Reactions govern the reliability and quality of hirelings and employees. Generally, they would re-roll reactions in the face of extremeley bad treatment of unusually dangerous tasks.[/indent] In the example of play in Moldvay Basic (p B28), the PCs meet some hobgoblins and the GM makes a reaction roll. This is modified by a player's declared action for his/her PC ("The DM decided that Silverleaf's open hands and words in the hobgoblins' language are worth +1 when checking for reaction"). As negotiations unfold, "The DM rolls a new reaction with no adjustments." I have used that same technique in my Traveller GMing - ie rolling a new reaction, with appropriate modifiers (if any), to determine how NPCs respond in unfolding conversation or negotiation. I think it is consistent with the spirit of the rules presented on p 23 of Book 3. And this is clearly not just setting starting conditions. It is a way of determining what happens, and is affected by player action declarations. When I GM Traveller, I actually have the players roll the reaction dice, which seems more "contemporary" in feel: it's analogous to a Diplomacy check in 4e, or a Leadership or Seduction or other influence check in Rolemaster. [/QUOTE]
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