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Social Pillar Mechanics: Where do you stand?
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<blockquote data-quote="Campbell" data-source="post: 9292190" data-attributes="member: 16586"><p>I think in part why I differ from a lot of those who do not want to involve mechanics in social situations is that the sorts of social encounters that see table time in a lot of games I play are not the more convivial convince someone through argumentation or straightforward negotiation. It's intimidation, gas lighting, seduction, pushing someone's buttons so they respond emotionally in a way that backfires against them, swaying the crowd against someone using emotional appeals, selective omissions. Stuff that isn't always the most fun to do to your best friends in the world.</p><p></p><p>I agree the best mechanic for straight forward negotiation is generally straight forward negotiation. Like I could leverage my physical presence on the GM to mimic my character's efforts to do the same, but that wouldn't be any nicer than punching them in the face to mimic my character doing that to an NPC.</p><p></p><p>That being said I'm generally much more of a fan of systems that layer over top of existing roleplaying and influence it over social combat type systems. Stuff more like the DMG social influence system no one uses or bonus dice in Sorcerer that provide bonuses to doing what your character has been convinced of and / or penalties when going against it.</p></blockquote><p></p>
[QUOTE="Campbell, post: 9292190, member: 16586"] I think in part why I differ from a lot of those who do not want to involve mechanics in social situations is that the sorts of social encounters that see table time in a lot of games I play are not the more convivial convince someone through argumentation or straightforward negotiation. It's intimidation, gas lighting, seduction, pushing someone's buttons so they respond emotionally in a way that backfires against them, swaying the crowd against someone using emotional appeals, selective omissions. Stuff that isn't always the most fun to do to your best friends in the world. I agree the best mechanic for straight forward negotiation is generally straight forward negotiation. Like I could leverage my physical presence on the GM to mimic my character's efforts to do the same, but that wouldn't be any nicer than punching them in the face to mimic my character doing that to an NPC. That being said I'm generally much more of a fan of systems that layer over top of existing roleplaying and influence it over social combat type systems. Stuff more like the DMG social influence system no one uses or bonus dice in Sorcerer that provide bonuses to doing what your character has been convinced of and / or penalties when going against it. [/QUOTE]
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Social Pillar Mechanics: Where do you stand?
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