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General Tabletop Discussion
*Dungeons & Dragons
Social Pillar Mechanics: Where do you stand?
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<blockquote data-quote="RangerWickett" data-source="post: 9287601" data-attributes="member: 63"><p>Then, if I'm running L5R, I give each NPC a personal desire (ninjo) and an obligation (giri), plus a demeanor. </p><p></p><p>In Five Rings, there are five 'approaches' which match the 'five elements' of the title. Air is subtle or deceptive, Earth is stoic or focused on precedent, Fire is passionate or confrontational, Water is gregarious or relaxed, and Void is detached or mystical. </p><p></p><p>NPC demeanors typically increase the TN (target number, aka Difficulty Class) for people using a certain approach, and reduce the TN if you use a different approach. So a Depressed courtier might be harder to influence with a Fire ring approach, but easier to influence with a Void approach. A Paranoid priest might be harder to influence with Air but more susceptible to Fire. A Dutiful commander might be harder to charm with Water, but easier to sway with an Earth ring appeal to authority.</p><p></p><p>And I'd give each NPC a sort of 'victory point' value for if you get them partially or wholly on your side.</p><p></p><p>I'd have three 'rounds' of debate, where first the PCs make their case (while the NPCs take scheming actions on the sidelines), then second the NPCs make their case (while the PCs can scheme on the sidelines), then a break for the evening where everyone can scheme with each other (and possibly get up to murder or sabotage), and then finally the duke would call everyone together to make his decision . . . which might provoke a fight if the PCs screwed someone over to win, or might give the PCs some new mission if they got a partial success, etc.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 9287601, member: 63"] Then, if I'm running L5R, I give each NPC a personal desire (ninjo) and an obligation (giri), plus a demeanor. In Five Rings, there are five 'approaches' which match the 'five elements' of the title. Air is subtle or deceptive, Earth is stoic or focused on precedent, Fire is passionate or confrontational, Water is gregarious or relaxed, and Void is detached or mystical. NPC demeanors typically increase the TN (target number, aka Difficulty Class) for people using a certain approach, and reduce the TN if you use a different approach. So a Depressed courtier might be harder to influence with a Fire ring approach, but easier to influence with a Void approach. A Paranoid priest might be harder to influence with Air but more susceptible to Fire. A Dutiful commander might be harder to charm with Water, but easier to sway with an Earth ring appeal to authority. And I'd give each NPC a sort of 'victory point' value for if you get them partially or wholly on your side. I'd have three 'rounds' of debate, where first the PCs make their case (while the NPCs take scheming actions on the sidelines), then second the NPCs make their case (while the PCs can scheme on the sidelines), then a break for the evening where everyone can scheme with each other (and possibly get up to murder or sabotage), and then finally the duke would call everyone together to make his decision . . . which might provoke a fight if the PCs screwed someone over to win, or might give the PCs some new mission if they got a partial success, etc. [/QUOTE]
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