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Inspiration is a PC-on-PC Social Skills Question
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<blockquote data-quote="jayoungr" data-source="post: 6837627" data-attributes="member: 6702445"><p>So I think I've had a minor breakthrough on this, but I'm not quite sure I can put it in words. Let me see if I can work through it in a post.</p><p></p><p> [MENTION=996]Tony Vargas[/MENTION] asked about a hypothetical situation where I had this awesome roleplay between my character and the rogue, and our newfound breakthrough was reflected by our characters working together better as a team in combat. And I started thinking, that sounds like something that would happen in Fate: I'd create an Aspect of "Newfound Respect for the Rogue" or something, and use that in combat. So it's not that I dislike that way of handling it in and of itself; it just doesn't sit right with me to do it <em>in D&D.</em> It clashes in some way with what I want to do and get from this type of game. Exactly how and where it conflicts are things I can't quite put my finger on yet, but I think this is related to what I was trying to say earlier about the relationship between mechanics and roleplay and why I don't really like the "decline the buff" solution.</p><p></p><p>So maybe "player agency" is a red herring after all, or at least, not the entire explanation. Maybe what I'm getting at is narrative mechanics. I'm not usually a hardcore "System Matters" type of person--in fact, I usually argue fairly passionately against the idea that the system limits the type of story you can tell in a meaningful way. And it drives me up the wall when people say D&D is only good for "killing things and taking their stuff." So you'd think I'd <em>like</em> to have more social mechanics, but I find that social mechanics can be constraining as often as they are liberating.</p><p></p><p>I should also soften and qualify something I said earlier to [mention=42582]pemerton:[/mention] When I said that having someone in the group be designated as the gallant leader bugged me, I should say that is a worst-case scenario. I actually can imagine sitting down with my group of friends and agreeing that one of us is the inspiring one. But when I imagine that, I by default picture us playing something that isn't D&D--something with a more narrative focus.</p></blockquote><p></p>
[QUOTE="jayoungr, post: 6837627, member: 6702445"] So I think I've had a minor breakthrough on this, but I'm not quite sure I can put it in words. Let me see if I can work through it in a post. [MENTION=996]Tony Vargas[/MENTION] asked about a hypothetical situation where I had this awesome roleplay between my character and the rogue, and our newfound breakthrough was reflected by our characters working together better as a team in combat. And I started thinking, that sounds like something that would happen in Fate: I'd create an Aspect of "Newfound Respect for the Rogue" or something, and use that in combat. So it's not that I dislike that way of handling it in and of itself; it just doesn't sit right with me to do it [i]in D&D.[/i] It clashes in some way with what I want to do and get from this type of game. Exactly how and where it conflicts are things I can't quite put my finger on yet, but I think this is related to what I was trying to say earlier about the relationship between mechanics and roleplay and why I don't really like the "decline the buff" solution. So maybe "player agency" is a red herring after all, or at least, not the entire explanation. Maybe what I'm getting at is narrative mechanics. I'm not usually a hardcore "System Matters" type of person--in fact, I usually argue fairly passionately against the idea that the system limits the type of story you can tell in a meaningful way. And it drives me up the wall when people say D&D is only good for "killing things and taking their stuff." So you'd think I'd [i]like[/i] to have more social mechanics, but I find that social mechanics can be constraining as often as they are liberating. I should also soften and qualify something I said earlier to [mention=42582]pemerton:[/mention] When I said that having someone in the group be designated as the gallant leader bugged me, I should say that is a worst-case scenario. I actually can imagine sitting down with my group of friends and agreeing that one of us is the inspiring one. But when I imagine that, I by default picture us playing something that isn't D&D--something with a more narrative focus. [/QUOTE]
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