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*TTRPGs General
Judgement calls vs "railroading"
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<blockquote data-quote="pemerton" data-source="post: 7082281" data-attributes="member: 42582"><p>This is an odd comment, because I don't know what my combat AC is either, or what I need to roll to physically hit or damage my buddy. These are just mechanical constructs. (And in the case of damage in D&D, don't even correlate to anything distinctive in the fiction - eg if an ogre with 20 hp takes 3 hp damage, we don't know anything in particular that has happened in the fiction except that somehow the ogre's chances of prevailing have been slightly set back.)</p><p></p><p>That said, the episode of play I described - being a 4e skill challenge - doesn't use "social AC" or "social damage". It is more fiction-focused than that, and is resolved by the players accruing the requisite number of successes prior to suffering 3 failures.</p><p></p><p>This seems to be about framing, and what is a permissible action declaration. (And [MENTION=996]Tony Vargas[/MENTION] made the same point upthread.)</p><p></p><p>Once the check has been framed and resolved, however, I don't see any reason why it is not binding on the GM just as much as on the players. Combat as a domain of fictional endeavour does not generate any distinctive demand of finality in resolution. (Eg early D&D had morale and loyalty checks, which were as binding as combat. The idea that social/emotional responses cannot be governed by binding mechanics unless, in the fiction, those mechanics correlate to the use of magic, is a more recent prejudice.)</p><p></p><p>The only RPG I'm aware of which might have social mechanics that resemble this is 3E.</p><p></p><p>I agree with the first bit. Of the systems I'm GMing at present, the one with the most abstract social resolution mechanics is Cortex/MHRP, but I have found that in play it produces quite strong ficitonal positioning, with a lot of colour in both action and outcome. I'm thinking of things like the trickster PC trying to buy off a giant chieftain with the ox stolen from the giant's own barn; or Bobby Drake swooping up one of the B.A.D. girls on his ice slide, and carrying her off into the moonlight; or Wolverine causing Nightcrawler to break down in tears by executing a captured NPC right in front of him. There's no ambiguity as to what is taking place in the fiction.</p><p></p><p>Also with the second, though would add: I don't really see 3E-style Diplomacy as an action resolution mechanic at all (eg because it doesn't really require an action declaration). I see it as a species of scene-reframing: the player doesn't like the scene the GM has framed, with a hostile NPC/creature - and so, by rolling the dice, s/he reframes it into one where the NPC/creature is not hostile.</p><p></p><p>I wouldn't say it's <em>common</em> at my table, but the example I posted upthread - where a player called me on my followup from a skill challenge because he thought my framing wasn't respecting the established fiction of the players'/PCs' success - might count as an example.</p><p></p><p>My personal preference is to avoid stuff that a player finds boring or dull. (That's not to say that I always succeed. But this relates to [MENTION=16586]Campbell[/MENTION]'s post quoted just above - if I realise the game is boring or dull for someone, I will act on that.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 7082281, member: 42582"] This is an odd comment, because I don't know what my combat AC is either, or what I need to roll to physically hit or damage my buddy. These are just mechanical constructs. (And in the case of damage in D&D, don't even correlate to anything distinctive in the fiction - eg if an ogre with 20 hp takes 3 hp damage, we don't know anything in particular that has happened in the fiction except that somehow the ogre's chances of prevailing have been slightly set back.) That said, the episode of play I described - being a 4e skill challenge - doesn't use "social AC" or "social damage". It is more fiction-focused than that, and is resolved by the players accruing the requisite number of successes prior to suffering 3 failures. This seems to be about framing, and what is a permissible action declaration. (And [MENTION=996]Tony Vargas[/MENTION] made the same point upthread.) Once the check has been framed and resolved, however, I don't see any reason why it is not binding on the GM just as much as on the players. Combat as a domain of fictional endeavour does not generate any distinctive demand of finality in resolution. (Eg early D&D had morale and loyalty checks, which were as binding as combat. The idea that social/emotional responses cannot be governed by binding mechanics unless, in the fiction, those mechanics correlate to the use of magic, is a more recent prejudice.) The only RPG I'm aware of which might have social mechanics that resemble this is 3E. I agree with the first bit. Of the systems I'm GMing at present, the one with the most abstract social resolution mechanics is Cortex/MHRP, but I have found that in play it produces quite strong ficitonal positioning, with a lot of colour in both action and outcome. I'm thinking of things like the trickster PC trying to buy off a giant chieftain with the ox stolen from the giant's own barn; or Bobby Drake swooping up one of the B.A.D. girls on his ice slide, and carrying her off into the moonlight; or Wolverine causing Nightcrawler to break down in tears by executing a captured NPC right in front of him. There's no ambiguity as to what is taking place in the fiction. Also with the second, though would add: I don't really see 3E-style Diplomacy as an action resolution mechanic at all (eg because it doesn't really require an action declaration). I see it as a species of scene-reframing: the player doesn't like the scene the GM has framed, with a hostile NPC/creature - and so, by rolling the dice, s/he reframes it into one where the NPC/creature is not hostile. I wouldn't say it's [i]common[/I] at my table, but the example I posted upthread - where a player called me on my followup from a skill challenge because he thought my framing wasn't respecting the established fiction of the players'/PCs' success - might count as an example. My personal preference is to avoid stuff that a player finds boring or dull. (That's not to say that I always succeed. But this relates to [MENTION=16586]Campbell[/MENTION]'s post quoted just above - if I realise the game is boring or dull for someone, I will act on that.) [/QUOTE]
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