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<blockquote data-quote="Fenris-77" data-source="post: 8590469" data-attributes="member: 6993955"><p>A simple thing that I've used a bunch is to make most of the skills also social skills in terms of getting along with and interacting with NPCs who share a skill set. So someone with Animal Handling can do social stuff with drovers and drivers. That sort of thing. I find this opens up a lot of character builds to actual usefulness in social encounters without actually changing the mechanics of the game at all. It also makes sense in a 'shop talk' kind of way. </p><p></p><p>I've also lightly hacked the downtime mechanics to use a metacurrency I call influence. When you carouse, or surveil, or whatever, and the PCs gather info, that info is rated in terms of influence and favors. You can blow individual points of influence to accomplish minor social things like small favors, or multiple points for bigger or more dangerous favors. To create a decision point for the players, their total non-spent influence with a particular group counts as social standing or rank within that group (handled properly). So the players get to decide to spend their hard won dirty secrets for immediate gain, or horde them to build up overall influence. I haven't ironed all the wrinkles out, but it works pretty well.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8590469, member: 6993955"] A simple thing that I've used a bunch is to make most of the skills also social skills in terms of getting along with and interacting with NPCs who share a skill set. So someone with Animal Handling can do social stuff with drovers and drivers. That sort of thing. I find this opens up a lot of character builds to actual usefulness in social encounters without actually changing the mechanics of the game at all. It also makes sense in a 'shop talk' kind of way. I've also lightly hacked the downtime mechanics to use a metacurrency I call influence. When you carouse, or surveil, or whatever, and the PCs gather info, that info is rated in terms of influence and favors. You can blow individual points of influence to accomplish minor social things like small favors, or multiple points for bigger or more dangerous favors. To create a decision point for the players, their total non-spent influence with a particular group counts as social standing or rank within that group (handled properly). So the players get to decide to spend their hard won dirty secrets for immediate gain, or horde them to build up overall influence. I haven't ironed all the wrinkles out, but it works pretty well. [/QUOTE]
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