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Is D&D Too Focused on Combat?
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<blockquote data-quote="Aldarc" data-source="post: 7733582" data-attributes="member: 5142"><p>The issue of combat vs. social amounts to more than simply making skill checks. Other systems and subsystems may be at play as well. </p><p></p><p>In Fate, for example, the social pillar of the game is frequently tied into the characters' high concept, trouble, and other aspects. If you have the (high concept) aspect "Disgraced Bodyguard of Prince Alfric" then this gives the GM and character a lot of material for pushing the social dimension of the campaign forward via compels. This character aspect gives us information that the GM can "use against" the player. We know that the character is "disgraced," and that his character is tied to another character named "Prince Alfric" (and his associates), and that he served as his "bodyguard." This ties the character in question deeply into the story and the social world in which the characters inhabit. This would be "your character" and that provides more social information about who and what the character is about than simply "Level 7 Human Champion Fighter." This aspect could even be invoked in support of the exploration pillar: e.g., "Because I am the 'Disgraced Bodyguard of Prince Alfric,' I happen to know a lot of secret entrances of how to get in and out of this palace, and so I remember an underground path that leads from the inner chamber to a shed on the garden grounds."</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7733582, member: 5142"] The issue of combat vs. social amounts to more than simply making skill checks. Other systems and subsystems may be at play as well. In Fate, for example, the social pillar of the game is frequently tied into the characters' high concept, trouble, and other aspects. If you have the (high concept) aspect "Disgraced Bodyguard of Prince Alfric" then this gives the GM and character a lot of material for pushing the social dimension of the campaign forward via compels. This character aspect gives us information that the GM can "use against" the player. We know that the character is "disgraced," and that his character is tied to another character named "Prince Alfric" (and his associates), and that he served as his "bodyguard." This ties the character in question deeply into the story and the social world in which the characters inhabit. This would be "your character" and that provides more social information about who and what the character is about than simply "Level 7 Human Champion Fighter." This aspect could even be invoked in support of the exploration pillar: e.g., "Because I am the 'Disgraced Bodyguard of Prince Alfric,' I happen to know a lot of secret entrances of how to get in and out of this palace, and so I remember an underground path that leads from the inner chamber to a shed on the garden grounds." [/QUOTE]
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