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Social Pillar Mechanics: Where do you stand?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9296630" data-attributes="member: 6790260"><p>Indeed. In fact, looking over the (non-exhaustive) example list I gave earlier:</p><ol> <li data-xf-list-type="ol">Legal proceedings, court cases, etc.</li> <li data-xf-list-type="ol">Complex negotiations (e.g. a trade treaty)</li> <li data-xf-list-type="ol">Persuading a powerful figure to give military or financial aid</li> <li data-xf-list-type="ol">Trying to break a cult (or other org) by revealing how the rank and file members have been lied to</li> <li data-xf-list-type="ol">Sleuthing while attending a social function (e.g. a masquerade ball)</li> <li data-xf-list-type="ol">An academic debate</li> <li data-xf-list-type="ol">Impressing someone with a stage performance of some kind</li> <li data-xf-list-type="ol">Working through intermediaries and proxies to request a face-to-face meeting</li> <li data-xf-list-type="ol">Leveraging the corruption of a political establishment against itself</li> <li data-xf-list-type="ol">Fomenting a revolution, starting a mutiny, or rallying a town to defend itself</li> <li data-xf-list-type="ol">Convincing an enemy force to switch sides and support your cause instead</li> </ol><p>1, 2, 3, 6, 8, and 9 are all things that involve, to one extent or another, some kind of formal system with which one is grappling. Many adventurers have, at some point, a need to interact with civic society, and civic society revolves around formal systems in all sorts of ways. Rules that can reflect that procedural, stepwise character would be useful at least some of the time.</p><p></p><p>3, 4, 7, 8, 10, and 11 involve things in the direction of your seduction example: they are a form of <em>wooing</em>, of trying to induce a change of belief or attitude in a subject, where their current attitude is pretty deeply-held for one reason or another. Getting someone to change their mind is very, very rarely a matter of just saying the one right thing that gets them on your side. It's a process, a dialogue one might say.</p><p></p><p>2, 3, 5, 6, 8, and 9 all involve some form of your first example with courtly intrigue, where there are serious risks involved with making the "wrong move" in the interaction. Yet, in such circumstances, there's almost always options for saving face, or deflecting, or otherwise rebounding from a mistake--and it's exactly that give-and-take where a structure can improve over mere "DM says."</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9296630, member: 6790260"] Indeed. In fact, looking over the (non-exhaustive) example list I gave earlier: [LIST=1] [*]Legal proceedings, court cases, etc. [*]Complex negotiations (e.g. a trade treaty) [*]Persuading a powerful figure to give military or financial aid [*]Trying to break a cult (or other org) by revealing how the rank and file members have been lied to [*]Sleuthing while attending a social function (e.g. a masquerade ball) [*]An academic debate [*]Impressing someone with a stage performance of some kind [*]Working through intermediaries and proxies to request a face-to-face meeting [*]Leveraging the corruption of a political establishment against itself [*]Fomenting a revolution, starting a mutiny, or rallying a town to defend itself [*]Convincing an enemy force to switch sides and support your cause instead [/LIST] 1, 2, 3, 6, 8, and 9 are all things that involve, to one extent or another, some kind of formal system with which one is grappling. Many adventurers have, at some point, a need to interact with civic society, and civic society revolves around formal systems in all sorts of ways. Rules that can reflect that procedural, stepwise character would be useful at least some of the time. 3, 4, 7, 8, 10, and 11 involve things in the direction of your seduction example: they are a form of [I]wooing[/I], of trying to induce a change of belief or attitude in a subject, where their current attitude is pretty deeply-held for one reason or another. Getting someone to change their mind is very, very rarely a matter of just saying the one right thing that gets them on your side. It's a process, a dialogue one might say. 2, 3, 5, 6, 8, and 9 all involve some form of your first example with courtly intrigue, where there are serious risks involved with making the "wrong move" in the interaction. Yet, in such circumstances, there's almost always options for saving face, or deflecting, or otherwise rebounding from a mistake--and it's exactly that give-and-take where a structure can improve over mere "DM says." [/QUOTE]
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