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Social Skills, starting to bug me.
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<blockquote data-quote="Hussar" data-source="post: 5802482" data-attributes="member: 22779"><p>I recently dipped into this pool on another forum, so, I'll cross post my thoughts from there. If you are not using a social mechanic, you are effectively free forming social interaction. </p><p></p><p>Honestly, I have two major issues with freeforming, one from the player side and one from the DM's side.</p><p></p><p>On the player side, freeforming competes with the actual mechanical resolution systems. Because it's freeforming however, I, as a player, cannot rationally judge my odds of success at a given action.</p><p></p><p>Take the cliche example of needing to get past the guard. Ok, I've got three (well more, but, let's stick to three) options - I can sneak past, I can gank the guard, or I can talk my way past. Now, the first two options, I can gauge my chances of success - I have a rough idea how hard it's going to be to sneak past, what things I can do to mitigate the risk and how effective those things are, or, I have a rough idea how tough the guard is, and how quickly we can take him out. But, with the freeform resolution of social challenges, it becomes very difficult to judge my chances of success.</p><p></p><p>And, IME, because it's difficult to make that assessment, players don't. They will take the devil they know over the one they don't. So, they either sneak or gank the guard and only talk as an absolute last resort. The lack of mechanics actually pushes the players away from choosing these options towards choosing mechanically determined options.</p><p></p><p>On the DM's side of things, I don't like the freeform system since it makes me too visible as the DM. The players want to bluff the guard. Ok, fine. But, I, as DM, KNOW that they're lying. So, do I let them pass or not? Well, I judge their performance, but, I don't want to make it too easy do I? But, too difficult and now I'm just stonewalling. Finding that line between the gimme and the stone wall is very difficult for me. So, I'd much rather let the mechanics determine success.</p><p></p><p>Making the mechanics determine success allows me to remain as referee and facilitator which are the roles I prefer as a GM/DM.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5802482, member: 22779"] I recently dipped into this pool on another forum, so, I'll cross post my thoughts from there. If you are not using a social mechanic, you are effectively free forming social interaction. Honestly, I have two major issues with freeforming, one from the player side and one from the DM's side. On the player side, freeforming competes with the actual mechanical resolution systems. Because it's freeforming however, I, as a player, cannot rationally judge my odds of success at a given action. Take the cliche example of needing to get past the guard. Ok, I've got three (well more, but, let's stick to three) options - I can sneak past, I can gank the guard, or I can talk my way past. Now, the first two options, I can gauge my chances of success - I have a rough idea how hard it's going to be to sneak past, what things I can do to mitigate the risk and how effective those things are, or, I have a rough idea how tough the guard is, and how quickly we can take him out. But, with the freeform resolution of social challenges, it becomes very difficult to judge my chances of success. And, IME, because it's difficult to make that assessment, players don't. They will take the devil they know over the one they don't. So, they either sneak or gank the guard and only talk as an absolute last resort. The lack of mechanics actually pushes the players away from choosing these options towards choosing mechanically determined options. On the DM's side of things, I don't like the freeform system since it makes me too visible as the DM. The players want to bluff the guard. Ok, fine. But, I, as DM, KNOW that they're lying. So, do I let them pass or not? Well, I judge their performance, but, I don't want to make it too easy do I? But, too difficult and now I'm just stonewalling. Finding that line between the gimme and the stone wall is very difficult for me. So, I'd much rather let the mechanics determine success. Making the mechanics determine success allows me to remain as referee and facilitator which are the roles I prefer as a GM/DM. [/QUOTE]
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