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Social Pillar Mechanics: Where do you stand?
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<blockquote data-quote="bert1001 fka bert1000" data-source="post: 9290238" data-attributes="member: 7029588"><p>Yes, agreed. I think the missing part for me is that for Combat you have some strategic player actions that matters (part of the game of many rpgs) and some character skill that matters, with the character skill being more heavily weighted to reflect that we are playing a fictional character that has abilities we do not need to have in real life. Not many social resolution systems have as good a balance however.</p><p></p><p>Combat:</p><p>Player skill -- where to move, which ability to use and when</p><p>Character skill -- what the abilities and capability are, resolution of everything picked out by player based on character skill (+ luck)</p><p></p><p>Social resolution often lacks the equivalent player "game"/choices like positioning and picking between options.</p><p></p><p>I would like some player tactical choices but want the capabilities themselves and the resolution to be on the character like combat.</p><p></p><p>Fate Diaspora had a pretty cool example of creating abstract social encounter maps where you could for instance try to influence factions toward certain positions, depicted by forced movement on the map after relevant checks, or you could set up obstacles to prevent others from moving those factions, or you could try to take out the factions entirely (discredit them or what not). Also after X rounds, there was a default condition so time pressure. </p><p></p><p>So, it was an extended skill check situation like skill challenges but you had multiple options for the player strategy/skill portion:</p><p>1) "move" closer to a faction (had to have some relationship with them to influence)</p><p>2) influence a faction toward a position</p><p>3) set up blocks to make it harder for the opposition to move factions</p><p>4) try to take out factions</p><p></p><p>And multiple end states --- maybe you get what you want but maybe neither party does</p><p></p><p>IMO, it's fair game to test some "strategy game skill of the player" in a meaningful social encounter if that is already being demanded in other parts of the game (usually combat)</p><p></p><p>Edit: this in no way prevents describing what you are doing vs just rolling dice, being invested in scenes, talking voices if you want, etc.</p></blockquote><p></p>
[QUOTE="bert1001 fka bert1000, post: 9290238, member: 7029588"] Yes, agreed. I think the missing part for me is that for Combat you have some strategic player actions that matters (part of the game of many rpgs) and some character skill that matters, with the character skill being more heavily weighted to reflect that we are playing a fictional character that has abilities we do not need to have in real life. Not many social resolution systems have as good a balance however. Combat: Player skill -- where to move, which ability to use and when Character skill -- what the abilities and capability are, resolution of everything picked out by player based on character skill (+ luck) Social resolution often lacks the equivalent player "game"/choices like positioning and picking between options. I would like some player tactical choices but want the capabilities themselves and the resolution to be on the character like combat. Fate Diaspora had a pretty cool example of creating abstract social encounter maps where you could for instance try to influence factions toward certain positions, depicted by forced movement on the map after relevant checks, or you could set up obstacles to prevent others from moving those factions, or you could try to take out the factions entirely (discredit them or what not). Also after X rounds, there was a default condition so time pressure. So, it was an extended skill check situation like skill challenges but you had multiple options for the player strategy/skill portion: 1) "move" closer to a faction (had to have some relationship with them to influence) 2) influence a faction toward a position 3) set up blocks to make it harder for the opposition to move factions 4) try to take out factions And multiple end states --- maybe you get what you want but maybe neither party does IMO, it's fair game to test some "strategy game skill of the player" in a meaningful social encounter if that is already being demanded in other parts of the game (usually combat) Edit: this in no way prevents describing what you are doing vs just rolling dice, being invested in scenes, talking voices if you want, etc. [/QUOTE]
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