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Social Skills, starting to bug me.
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<blockquote data-quote="Mallus" data-source="post: 5809598" data-attributes="member: 3887"><p>It's simple, really. Social encounters --ie, talking-- is the thing you need to simulate <em>least</em>. </p><p></p><p>Role-playing games are played by talking.</p><p></p><p></p><p>Isn't OD&D played more-or-less exactly like this? </p><p></p><p></p><p>It's not a double standard. It's a question of whether the in-game act requires simulating or not. </p><p></p><p>Things like sword-fighting and spell casting <em>require</em> simulating. </p><p></p><p>Things like disarming complex mechanical traps/puzzles doesn't outright require simulating; the trap can be described using words and maybe visualization aids, as can the solution process . This is a bit cumbersome using speech, but it can, and has, been done (often). The biggest problem with this is the need for a steady supply of new brain-teasing puzzles to spring on the players. The biggest advantage of this method is the feeling of accomplishment the players get for solving the problem themselves. </p><p></p><p>Things like speech, negotiations with NPCs are a special case. They don't <em>require</em> simulating at all. Everyone can just <em>talk</em>. And again, if it's the players own words that "win" the social encounter, they greater the feeling of accomplishment. </p><p></p><p>This may favor players who are better at talking. Then again, if you handle social encounters/negotiations with some sort of abstract system, then you favor players better with abstract systems/mechanics.</p></blockquote><p></p>
[QUOTE="Mallus, post: 5809598, member: 3887"] It's simple, really. Social encounters --ie, talking-- is the thing you need to simulate [i]least[/i]. Role-playing games are played by talking. Isn't OD&D played more-or-less exactly like this? It's not a double standard. It's a question of whether the in-game act requires simulating or not. Things like sword-fighting and spell casting [i]require[/i] simulating. Things like disarming complex mechanical traps/puzzles doesn't outright require simulating; the trap can be described using words and maybe visualization aids, as can the solution process . This is a bit cumbersome using speech, but it can, and has, been done (often). The biggest problem with this is the need for a steady supply of new brain-teasing puzzles to spring on the players. The biggest advantage of this method is the feeling of accomplishment the players get for solving the problem themselves. Things like speech, negotiations with NPCs are a special case. They don't [i]require[/i] simulating at all. Everyone can just [i]talk[/i]. And again, if it's the players own words that "win" the social encounter, they greater the feeling of accomplishment. This may favor players who are better at talking. Then again, if you handle social encounters/negotiations with some sort of abstract system, then you favor players better with abstract systems/mechanics. [/QUOTE]
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