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General Tabletop Discussion
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Social skills vs. ... all other mechanics
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<blockquote data-quote="Rod Staffwand" data-source="post: 7485335" data-attributes="member: 6776279"><p>I'll often give a bonus (or much or rarely, an auto-success) for a particularly well-phrased bit of role-playing or persuasive monologue, mainly because I believe that players putting in that amount of effort and interest in the my game should be encouraged.</p><p></p><p>However, much more critical social interaction is the methods the characters employ. If they want a good reaction from orcs they should probably depict themselves as tough and deadly fighters. If they want a good reaction from the king's great aunt they should endeavor to be refined, courteous and un-smelly. For persuasion, success of their appeal will be greatly aided by selectively targeting a weakness or goal of the NPC. The same goes for deceit and intimidation. I'll drop clues to these "tells" into conversations, settings or rumors and foresighted players can intentionally seek them out.</p><p></p><p>Therefore, a player that says "I'll appeal to the duke's vanity" or "I'll leverage the witch's hatred of ogres" will get the lion's share of bonuses while I'll give the player that eloquently role-plays through it all will garner a small additional bonus. A well-spoken player that makes a misguided appeal, on the other hand, will gain no bonus and may even speak themselves into a catastrophic result.</p><p></p><p>Overall, though, I usually try to get a sense of a player's interest, goals and skill levels and tailor gameplay for that player. Some players like to roleplay and hear the sound of their own voice. Others like tactical special forces-level battle-planning. Others like puzzles. Some just want to hang out in the back and make jokes. I tend to alter my tack depending on the player and what motivates them. I'll push players in areas where it seems like (or they outright tell me) they want to be challenged and let things slid in areas they find boring or frustrating. That's obviously easier in home campaigns than in AL or convention play.</p></blockquote><p></p>
[QUOTE="Rod Staffwand, post: 7485335, member: 6776279"] I'll often give a bonus (or much or rarely, an auto-success) for a particularly well-phrased bit of role-playing or persuasive monologue, mainly because I believe that players putting in that amount of effort and interest in the my game should be encouraged. However, much more critical social interaction is the methods the characters employ. If they want a good reaction from orcs they should probably depict themselves as tough and deadly fighters. If they want a good reaction from the king's great aunt they should endeavor to be refined, courteous and un-smelly. For persuasion, success of their appeal will be greatly aided by selectively targeting a weakness or goal of the NPC. The same goes for deceit and intimidation. I'll drop clues to these "tells" into conversations, settings or rumors and foresighted players can intentionally seek them out. Therefore, a player that says "I'll appeal to the duke's vanity" or "I'll leverage the witch's hatred of ogres" will get the lion's share of bonuses while I'll give the player that eloquently role-plays through it all will garner a small additional bonus. A well-spoken player that makes a misguided appeal, on the other hand, will gain no bonus and may even speak themselves into a catastrophic result. Overall, though, I usually try to get a sense of a player's interest, goals and skill levels and tailor gameplay for that player. Some players like to roleplay and hear the sound of their own voice. Others like tactical special forces-level battle-planning. Others like puzzles. Some just want to hang out in the back and make jokes. I tend to alter my tack depending on the player and what motivates them. I'll push players in areas where it seems like (or they outright tell me) they want to be challenged and let things slid in areas they find boring or frustrating. That's obviously easier in home campaigns than in AL or convention play. [/QUOTE]
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