Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Social Pillar Mechanics: Where do you stand?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DEFCON 1" data-source="post: 9292009" data-attributes="member: 7006"><p>I think it already has it. It's everything that comes after the DM says "What do you do?"</p><p></p><p>In D&D, every player has to invent something to say or do. There's no sequence of events and actions in the rulebook like you'd get playing <em>Monopoly</em> or <em>Settlers of Catan</em> that gives you your list of things you need to do in a specific order to take your turn-- and then once you completed those actions your turn was over. Instead, you have to "roleplay". You have to make something up. Sure, things like the Skill list can give you ideas of what you want to do... but even then the rules do not tell you the order in which Skills should be used, it's all based on the player's intuition of the story to figure out what Skill would make the most "in-game", "narrative" sense in reaction to what the DM described.</p><p></p><p>And I think this is where the discussion about "roleplaying" comes from. If we aren't giving players a defined sequence of events or mechanical actions to take on their turn like we would a board game or card game, and instead are asking them to invent an action that would apply to the situation "in the world's story"... it leads us in the same direction when it comes to the social aspect of the game. The DM essentially asking "What do you <em>say</em>?" instead of "What do you do?"</p><p></p><p>And a player can respond to that question however they want-- whether that's a 1st-person "in-voice" response as their character, a 3rd-person response of what the character is trying to get across, or even indeed I'm personally fine with the use of the Skill as part of that response if it helps get across their intention of how they want to accomplish it. "I roll Persuasion to get the guard..." has a different connotation than "I roll Intimidation to get the guard..." and that might be easier for a player to articulate their meaning and intention.</p><p></p><p>But in all cases, it still requires players to "improvise", rather than "follow the rules of the game" because the game doesn't include that and there's no "mini-game" for it-- no "verbal attack scores", no "resolve defense" no "emotional hit points" to reduce, etc. And while a person certainly could create a Social Combat system a la the game's weapon combat system... it always seem a bit superfluous, since everyone just keeps telling the DM what they are doing or saying anyway. So why not follow that lead and see where it goes? At least in my opinion.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9292009, member: 7006"] I think it already has it. It's everything that comes after the DM says "What do you do?" In D&D, every player has to invent something to say or do. There's no sequence of events and actions in the rulebook like you'd get playing [I]Monopoly[/I] or [I]Settlers of Catan[/I] that gives you your list of things you need to do in a specific order to take your turn-- and then once you completed those actions your turn was over. Instead, you have to "roleplay". You have to make something up. Sure, things like the Skill list can give you ideas of what you want to do... but even then the rules do not tell you the order in which Skills should be used, it's all based on the player's intuition of the story to figure out what Skill would make the most "in-game", "narrative" sense in reaction to what the DM described. And I think this is where the discussion about "roleplaying" comes from. If we aren't giving players a defined sequence of events or mechanical actions to take on their turn like we would a board game or card game, and instead are asking them to invent an action that would apply to the situation "in the world's story"... it leads us in the same direction when it comes to the social aspect of the game. The DM essentially asking "What do you [I]say[/I]?" instead of "What do you do?" And a player can respond to that question however they want-- whether that's a 1st-person "in-voice" response as their character, a 3rd-person response of what the character is trying to get across, or even indeed I'm personally fine with the use of the Skill as part of that response if it helps get across their intention of how they want to accomplish it. "I roll Persuasion to get the guard..." has a different connotation than "I roll Intimidation to get the guard..." and that might be easier for a player to articulate their meaning and intention. But in all cases, it still requires players to "improvise", rather than "follow the rules of the game" because the game doesn't include that and there's no "mini-game" for it-- no "verbal attack scores", no "resolve defense" no "emotional hit points" to reduce, etc. And while a person certainly could create a Social Combat system a la the game's weapon combat system... it always seem a bit superfluous, since everyone just keeps telling the DM what they are doing or saying anyway. So why not follow that lead and see where it goes? At least in my opinion. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Social Pillar Mechanics: Where do you stand?
Top