CH: This might give some hints on other possible modules, but could you see there being a module that more gamifies the social interaction, or the exploration?
MM: Oh yeah, absolutely. You can definitely imagine that. I didn’t use that example by accident: if you’re a tactical gamer, can I make interaction tactical? Can I make exploration tactical? When you’re negotiating or exploring, can I bring that same puzzle from combat to it? There can be a crunchier system for that. We can add more prescribed options to it: do I want to intimidate this guy, or give him the soft sell? That way, you can think about it more tactically. That way you’re saying, so you like this about D&D, let’s extend that to other areas, because that’s what your group is opting into. We’re not trying to make everyone play that way.
Another area where that can pay off is areas covered by other indie games, like Robin Laws’s GUMSHOE, where players have increasing power to affect the narrative. Those mechanics speak more to the player than the character. We can use a rules module that adds that element. It’s a very different way to play D&D, but because it’s only aimed at players who like that, not trying to get everyone in the world who likes D&D to play that way. Only players who say “oh yeah, I definitely want that in my game.”