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General Tabletop Discussion
*TTRPGs General
Necessity of a Social Negotiation System? – When Should It Be Relevant?
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<blockquote data-quote="Li Shenron" data-source="post: 9629608" data-attributes="member: 1465"><p>I think you are looking at it from a wrong perspective. You are trying to compare between using <em>rules</em> and using <em>narrative</em> (i.e. roleplaying) to resolve a situation, depending on how important the situation is. </p><p></p><p>But the choice is completely independent from the importance. The choice depends on whether the players want to exercise player's skills or character's skills, and secondarily on how much the players want randomness in the outcome.</p><p></p><p>For example, a gaming group might be a lot into roleplaying and want to directly handle social negotiations. The importance of the matter may determine whether they want to spend an hour in social interaction narratively when the stakes ar high, or just a quick question on small matters before moving on. If you think they should switch to using <em>rules</em> in the first case, you are ruining your players' fun.</p><p></p><p>In the opposite case, another gaming group might enjoy strategic character building and rolling dice as a way to see if they design their characters well. In a high-stake social interaction case they might want to roll a lot and/or be able to intervene with choices to get a result that converges to average (therefore more representative of the value of their strategic design choices), but they would probably also want to roll at least once in a lower-stake interaction for fun and because on the long term many interactions resolved by dice once again will be representative of their character's skills. Sure, on absolutely trivial matters they might not care at all about rolling or using rules, but if someone for instance has invested skill points (or whatever) on being good at bartering for better prices, you are doing that player a disservice by deciding to resolve by roleplay because it's below your threshold.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 9629608, member: 1465"] I think you are looking at it from a wrong perspective. You are trying to compare between using [I]rules[/I] and using [I]narrative[/I] (i.e. roleplaying) to resolve a situation, depending on how important the situation is. But the choice is completely independent from the importance. The choice depends on whether the players want to exercise player's skills or character's skills, and secondarily on how much the players want randomness in the outcome. For example, a gaming group might be a lot into roleplaying and want to directly handle social negotiations. The importance of the matter may determine whether they want to spend an hour in social interaction narratively when the stakes ar high, or just a quick question on small matters before moving on. If you think they should switch to using [I]rules[/I] in the first case, you are ruining your players' fun. In the opposite case, another gaming group might enjoy strategic character building and rolling dice as a way to see if they design their characters well. In a high-stake social interaction case they might want to roll a lot and/or be able to intervene with choices to get a result that converges to average (therefore more representative of the value of their strategic design choices), but they would probably also want to roll at least once in a lower-stake interaction for fun and because on the long term many interactions resolved by dice once again will be representative of their character's skills. Sure, on absolutely trivial matters they might not care at all about rolling or using rules, but if someone for instance has invested skill points (or whatever) on being good at bartering for better prices, you are doing that player a disservice by deciding to resolve by roleplay because it's below your threshold. [/QUOTE]
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Necessity of a Social Negotiation System? – When Should It Be Relevant?
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