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<blockquote data-quote="Campbell" data-source="post: 7634406" data-attributes="member: 16586"><p>Let me start off by saying I do not like viewing game mechanics through the lens of necessity. No mechanics are actually necessary. Anything can be resolved through consensus. That's what the online freeformers do. However, sometimes consensus is like boring and stuff.</p><p></p><p>I'm going to start with an example of a system that I consider to have the most impact on player agency of the games I like to play, , but also the richest in terms of representing highly dynamic characters. Exalted 3e's social influence system is built off of <strong>intimacies </strong>that represent a character's beliefs, philosophies, and relationships. They come in 3 strengths - minor, major, and defining. In order to convince a character (PC or NPC) to do something they would not otherwise do you must target one of their intimacies that supports what you are trying to convince them of. The strength of that intimacy determines what you can convince them to do. Regardless you cannot convince them to do something that would cause them to abandon a <strong>Defining Intimacy</strong>. They can also bolster their defenses with a intimacy of the same strength or better that they possess.</p><p></p><p>In play it works like this usually: Two parties are trying to convince each other that their course is right. They play a cat and mouse game trying to discover what the other values while concealing their own intimacies. Your first defense is your <strong>Guile </strong>which represents how well your able to conceal your emotions and motivations. Then the parties will try to bolster or weaken intimacies through social influence in order to put themselves in a position to convince the other party. This can become quite interesting if multiple parties are involved. Then finally arguments get made and attempts are made to <strong>persuade.</strong>All attempts to influence must go through <strong>Resolve </strong>which represents your ability to hold steadfast to your beliefs. This is modified by the intimacies at play. Even if successful you are forced to a <strong>Decision Point</strong> allowing you to point to another sufficiently strong intimacy and spend a <strong>Willpower </strong>to reject it. It takes a lot to convince someone to do something in this system, especially if they are built for the social game at all.</p><p></p><p>Here's what I like about this system:</p><ul> <li data-xf-list-type="ul">It allows for grand confrontations at court that are every bit as tense as the most pitched of battles.</li> <li data-xf-list-type="ul">It can be used in the midst of combat allowing for a duel of wits that parallels the one on the ground. This is one of my favorite tropes.</li> <li data-xf-list-type="ul">It allows multiple PCs to have meaningful impacts on social encounters by deploying different levels of expertise and supporting and bolstering each other against attempts to influence them.</li> <li data-xf-list-type="ul">You can be changed through the course of a social encounter even if you ultimately succeed. Like wounds on the battlefield. You risk your beliefs by arguing for them.</li> <li data-xf-list-type="ul">Everything you do must still be based on your fictional positioning.</li> <li data-xf-list-type="ul">Sometimes the best person to socially engage in a situation is based on intimacies rather than who is the most socially gifted.</li> </ul></blockquote><p></p>
[QUOTE="Campbell, post: 7634406, member: 16586"] Let me start off by saying I do not like viewing game mechanics through the lens of necessity. No mechanics are actually necessary. Anything can be resolved through consensus. That's what the online freeformers do. However, sometimes consensus is like boring and stuff. I'm going to start with an example of a system that I consider to have the most impact on player agency of the games I like to play, , but also the richest in terms of representing highly dynamic characters. Exalted 3e's social influence system is built off of [B]intimacies [/B]that represent a character's beliefs, philosophies, and relationships. They come in 3 strengths - minor, major, and defining. In order to convince a character (PC or NPC) to do something they would not otherwise do you must target one of their intimacies that supports what you are trying to convince them of. The strength of that intimacy determines what you can convince them to do. Regardless you cannot convince them to do something that would cause them to abandon a [B]Defining Intimacy[/B]. They can also bolster their defenses with a intimacy of the same strength or better that they possess. In play it works like this usually: Two parties are trying to convince each other that their course is right. They play a cat and mouse game trying to discover what the other values while concealing their own intimacies. Your first defense is your [B]Guile [/B]which represents how well your able to conceal your emotions and motivations. Then the parties will try to bolster or weaken intimacies through social influence in order to put themselves in a position to convince the other party. This can become quite interesting if multiple parties are involved. Then finally arguments get made and attempts are made to [B]persuade.[/B]All attempts to influence must go through [B]Resolve [/B]which represents your ability to hold steadfast to your beliefs. This is modified by the intimacies at play. Even if successful you are forced to a [B]Decision Point[/B] allowing you to point to another sufficiently strong intimacy and spend a [B]Willpower [/B]to reject it. It takes a lot to convince someone to do something in this system, especially if they are built for the social game at all. Here's what I like about this system: [LIST] [*]It allows for grand confrontations at court that are every bit as tense as the most pitched of battles. [*]It can be used in the midst of combat allowing for a duel of wits that parallels the one on the ground. This is one of my favorite tropes. [*]It allows multiple PCs to have meaningful impacts on social encounters by deploying different levels of expertise and supporting and bolstering each other against attempts to influence them. [*]You can be changed through the course of a social encounter even if you ultimately succeed. Like wounds on the battlefield. You risk your beliefs by arguing for them. [*]Everything you do must still be based on your fictional positioning. [*]Sometimes the best person to socially engage in a situation is based on intimacies rather than who is the most socially gifted. [/LIST] [/QUOTE]
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