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*Dungeons & Dragons
On Social Mechanics of Various Sorts
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<blockquote data-quote="loverdrive" data-source="post: 8356710" data-attributes="member: 7027139"><p>I use the same framework as I do for all skill checks, that I developed kinda by accident.</p><p></p><p>The player clearly and openly states their:</p><ul> <li data-xf-list-type="ul"><strong>Goal</strong>: <em>I want to negotiate a better payday</em></li> <li data-xf-list-type="ul"><strong>Method </strong>(which, in social interactions, mostly means leverage): <em>I want to negotiate a better payday by emphasizing cold facts -- it's a very risky operation, and while we're friends, I don't want to freaking die for 500 gold pieces the fact that it's a very risky operation, and despite the fact that we're friends, I don't want to freaking die for her</em></li> <li data-xf-list-type="ul"><strong>Ability and Skill</strong>: <em>I want to Persuade her for a better payday by Intelligently emphasizing the cold facts -- it's a very risky operation, and while we're friends, I don't want to freaking die for 500 gold pieces</em></li> </ul><p></p><p>The GM then clearly and openly states:</p><ul> <li data-xf-list-type="ul"><strong>Requirements</strong> (what the character needs to do before even making an attempt): in this case, I didn't have any, but if the PC wasn't the NPC's friend, I'd say <em>he needs someone to wouch for him</em>.</li> <li data-xf-list-type="ul"><strong>Risk </strong>(what will happen on a failure, always something more than "status quo remains"): <em>Ok, I tell you what. If you fail, she will take her business to your competitors. Yeah, you're her friend, but she doesn't want to freaking starve for you...</em></li> <li data-xf-list-type="ul"><strong>Reward</strong> (what will happen on a success?): ...but if you succeed, she will double the pay.</li> <li data-xf-list-type="ul"><strong>Price </strong>(what will happen regardless of the result): <em>She won't be happy, though. I'll start a 6 segment clock "Sarah is fed up by your crap", and mark 2. When it fills, you will be demoted to a mere business partner.</em></li> </ul><p>Then I call for a roll with static DC -- 1-10: fail, 11-17: both risk and reward happen, 18+: it's all good.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 8356710, member: 7027139"] I use the same framework as I do for all skill checks, that I developed kinda by accident. The player clearly and openly states their: [LIST] [*][B]Goal[/B]: [I]I want to negotiate a better payday[/I] [*][B]Method [/B](which, in social interactions, mostly means leverage): [I]I want to negotiate a better payday by emphasizing cold facts -- it's a very risky operation, and while we're friends, I don't want to freaking die for 500 gold pieces the fact that it's a very risky operation, and despite the fact that we're friends, I don't want to freaking die for her[/I] [*][B]Ability and Skill[/B]: [I]I want to Persuade her for a better payday by Intelligently emphasizing the cold facts -- it's a very risky operation, and while we're friends, I don't want to freaking die for 500 gold pieces[/I] [/LIST] The GM then clearly and openly states: [LIST] [*][B]Requirements[/B] (what the character needs to do before even making an attempt): in this case, I didn't have any, but if the PC wasn't the NPC's friend, I'd say [I]he needs someone to wouch for him[/I]. [*][B]Risk [/B](what will happen on a failure, always something more than "status quo remains"): [I]Ok, I tell you what. If you fail, she will take her business to your competitors. Yeah, you're her friend, but she doesn't want to freaking starve for you...[/I] [*][B]Reward[/B] (what will happen on a success?): ...but if you succeed, she will double the pay. [*][B]Price [/B](what will happen regardless of the result): [I]She won't be happy, though. I'll start a 6 segment clock "Sarah is fed up by your crap", and mark 2. When it fills, you will be demoted to a mere business partner.[/I] [/LIST] Then I call for a roll with static DC -- 1-10: fail, 11-17: both risk and reward happen, 18+: it's all good. [/QUOTE]
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