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Inspiration is a PC-on-PC Social Skills Question
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<blockquote data-quote="Tony Vargas" data-source="post: 6837121" data-attributes="member: 996"><p>OK, so you don't care if the mechanics support or model what happened in RP at all. You RP something that should be positive and help your party succeed, but it does nothing. RP or no RP, you get no benefit. But, you got in the RP, so you're happy.</p><p></p><p>Why then, would it matter if you got the benefit, whether the RP came off or not? If the RP happens, wouldn't you get the same enjoyment from it? </p><p></p><p>Take the Rogue example, your character doesn't like the rogue, doesn't trust him, doesn't cooperate with him. But, anytime the rogue attacks an enemy adjacent to you, he benefits. Eventually, the rogue's player RPs in a way that changes your opinion of him, so now, you are cooperating. But nothing changes, he's still benefiting from having you adjacent to enemies the exact same way. </p><p></p><p>Contrast that with a hypothetical benefit that you can decline if you don't feel inspired or don't cooperate with the character offering it, and the same scenario plays out differently. While you dislike and don't cooperate with the other character, there's no mechanical effect, he has stuff he could be using, but it doesn't work with you. After the splendid RP moment, you're working together, and there are mechanical benefits you weren't getting before, your party is, as it reasonably would be expected to, that little bit more effective now that there's been some character growth.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6837121, member: 996"] OK, so you don't care if the mechanics support or model what happened in RP at all. You RP something that should be positive and help your party succeed, but it does nothing. RP or no RP, you get no benefit. But, you got in the RP, so you're happy. Why then, would it matter if you got the benefit, whether the RP came off or not? If the RP happens, wouldn't you get the same enjoyment from it? Take the Rogue example, your character doesn't like the rogue, doesn't trust him, doesn't cooperate with him. But, anytime the rogue attacks an enemy adjacent to you, he benefits. Eventually, the rogue's player RPs in a way that changes your opinion of him, so now, you are cooperating. But nothing changes, he's still benefiting from having you adjacent to enemies the exact same way. Contrast that with a hypothetical benefit that you can decline if you don't feel inspired or don't cooperate with the character offering it, and the same scenario plays out differently. While you dislike and don't cooperate with the other character, there's no mechanical effect, he has stuff he could be using, but it doesn't work with you. After the splendid RP moment, you're working together, and there are mechanical benefits you weren't getting before, your party is, as it reasonably would be expected to, that little bit more effective now that there's been some character growth. [/QUOTE]
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