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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="Reynard" data-source="post: 9629633" data-attributes="member: 467"><p>We generally take it as a given that the swing of a sword requires a die roll because of the complexity and uncertainty of combat. Often, we assume too much simplicity and certainty in social interactions as an excuse to ignore the dice and just go with the role-play. "Going with the role-play" is fine in and of itself, but it puts a lot of weight on the GM as well as favors players that are better at conversation than those that aren't. We have beat that particular subject to death, though, so I don't want to belabor it.</p><p></p><p>In general, a negotiation system that relies only on rolls is a bad idea, IMO. Important NPCs from whom the PCs want something will have their own desires, motivations, biases and needs. I think it is a much better system to employ these factors in the negotiation. If the PCs can tick off any or all of those boxes, if there is still uncertainty that would require a roll, then that roll and/or its results are impacted.</p><p></p><p>For bartering, if I were to bother at all, I would make it a single simple roll with a knowable result (up or down 10% cost) and maybe allow for an easier difficulty if the PC hits on something important to the shopkeeper.</p><p></p><p>For the more complex mother scenario, you definitely want to think about where she is starting, and what kinds of approaches and engagement would push her one way or the other. That said, I am hard pressed to imagine a situation in which this scene would be fun.</p></blockquote><p></p>
[QUOTE="Reynard, post: 9629633, member: 467"] We generally take it as a given that the swing of a sword requires a die roll because of the complexity and uncertainty of combat. Often, we assume too much simplicity and certainty in social interactions as an excuse to ignore the dice and just go with the role-play. "Going with the role-play" is fine in and of itself, but it puts a lot of weight on the GM as well as favors players that are better at conversation than those that aren't. We have beat that particular subject to death, though, so I don't want to belabor it. In general, a negotiation system that relies only on rolls is a bad idea, IMO. Important NPCs from whom the PCs want something will have their own desires, motivations, biases and needs. I think it is a much better system to employ these factors in the negotiation. If the PCs can tick off any or all of those boxes, if there is still uncertainty that would require a roll, then that roll and/or its results are impacted. For bartering, if I were to bother at all, I would make it a single simple roll with a knowable result (up or down 10% cost) and maybe allow for an easier difficulty if the PC hits on something important to the shopkeeper. For the more complex mother scenario, you definitely want to think about where she is starting, and what kinds of approaches and engagement would push her one way or the other. That said, I am hard pressed to imagine a situation in which this scene would be fun. [/QUOTE]
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Necessity of a Social Negotiation System? – When Should It Be Relevant?
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