Hey all,
What are your experiences in planning out social challenges in a more game-like structure?
Typically in my game, I will create a kind of flow-chart of dialogue / social interaction options with an NPC, depending on PC social skill rolls or simply reacting to what the characters say.
But I'm interested in thinking up ways that I can play out social challenges to have more of a "game" feel to them, if that makes sense. I love the feeling I get as a player when I figure out an advantage to overcoming an enemy or a puzzle or a dungeon as a whole. Is there a way to port that feeling to social challenges?
When I plan out a dungeon, I first sketch down some themes, then figure out a basic room plan, thinking about possible strategies the players will use, and ways to reward / subvert those strategies. Then I place enemies, traps, and puzzles that further reinforce the theme, and add advantage or disadvantage to certain strategies. I also place treasures to reward risks, or to prepare characters for upcoming challenges.
I want to try planning out my next social challenge in a similar way!
In fact, I'll sketch out a social challenge below. Maybe we can work together to plan it out like a dungeon?
Challenge: The characters must convince a local ruler to give them access to a nearby dungeon with a powerful magical item. The ruler is influenced by members of the court, who want to use the resources of the dungeon for positive or negative purposes.
What are your experiences in planning out social challenges in a more game-like structure?
Typically in my game, I will create a kind of flow-chart of dialogue / social interaction options with an NPC, depending on PC social skill rolls or simply reacting to what the characters say.
But I'm interested in thinking up ways that I can play out social challenges to have more of a "game" feel to them, if that makes sense. I love the feeling I get as a player when I figure out an advantage to overcoming an enemy or a puzzle or a dungeon as a whole. Is there a way to port that feeling to social challenges?
When I plan out a dungeon, I first sketch down some themes, then figure out a basic room plan, thinking about possible strategies the players will use, and ways to reward / subvert those strategies. Then I place enemies, traps, and puzzles that further reinforce the theme, and add advantage or disadvantage to certain strategies. I also place treasures to reward risks, or to prepare characters for upcoming challenges.
I want to try planning out my next social challenge in a similar way!
In fact, I'll sketch out a social challenge below. Maybe we can work together to plan it out like a dungeon?
Challenge: The characters must convince a local ruler to give them access to a nearby dungeon with a powerful magical item. The ruler is influenced by members of the court, who want to use the resources of the dungeon for positive or negative purposes.