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General Tabletop Discussion
*Dungeons & Dragons
On Social Mechanics of Various Sorts
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<blockquote data-quote="Oofta" data-source="post: 8356398" data-attributes="member: 6801845"><p>I tend to not use a system because I don't want to gamify social encounters. People are complex, their reactions and allegiances are complex. I may keep track of general attitude of an individual or faction, but I'll always keep it secret from the PCs.</p><p></p><p>That, and, with a systematic approach it's too easy to fall into the trap of letting dice run your game for me. I run a game where attitudes are affected by a combination of words, deeds and player skill checks, a mix. It may also depend on how the PCs approach an NPC. A barbarian king my reject "honeyed words" of a persuasion check but be impressed by an intimidation. Another PC might love being flattered or even be impressed with a deception that they know is false. </p><p></p><p>But I also want to be flexible. I've had plot arcs "spoiled" because the PCs over time won over an NPC that was supposed to be a BBEG through their actions and what they said as much as the results of checks. But it was such a unique tangent, I'm not sure a systematic approach could have accomplished that for me. </p><p></p><p>I'm interested in what other people do and what their suggestions are, I've just never figured out anything that works better than just keeping notes on interactions and letting things happen organically as best I can.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8356398, member: 6801845"] I tend to not use a system because I don't want to gamify social encounters. People are complex, their reactions and allegiances are complex. I may keep track of general attitude of an individual or faction, but I'll always keep it secret from the PCs. That, and, with a systematic approach it's too easy to fall into the trap of letting dice run your game for me. I run a game where attitudes are affected by a combination of words, deeds and player skill checks, a mix. It may also depend on how the PCs approach an NPC. A barbarian king my reject "honeyed words" of a persuasion check but be impressed by an intimidation. Another PC might love being flattered or even be impressed with a deception that they know is false. But I also want to be flexible. I've had plot arcs "spoiled" because the PCs over time won over an NPC that was supposed to be a BBEG through their actions and what they said as much as the results of checks. But it was such a unique tangent, I'm not sure a systematic approach could have accomplished that for me. I'm interested in what other people do and what their suggestions are, I've just never figured out anything that works better than just keeping notes on interactions and letting things happen organically as best I can. [/QUOTE]
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On Social Mechanics of Various Sorts
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