Mechanics for social interaction ... oh, boy ...
That's a subtle matter.
I utterly loathe 4E skill challenges. There are almost certainly better (as I would think) ways to do an abstract, "brute force" resolution by the dice of any situation. I think the general approach is much better suited to a "narrative" than to a "role-playing" mode; it seems to me much more engaging when players set the stakes, or the stakes are being able as winner to take "authorial" control.
For what role playing means to me, the particulars matter more. Often, smooth going simply means knowing what to do (or not to do). That is usually best reflected in actual player knowledge. Is Sir Gavin mad about falconry? Does Dame Elsa think the only good rabbit is a cooked one, and go out of her way to pot the varmints? Perhaps Father Guillaume fancies himself a poet, and corners troubadors to "talk shop".
Characteristic/skill ratings can be a good way to determine how much information a player gets from a glossed-over undertaking such as "talking with the usual suspects". They can shift first impressions, and indicate ability to read or employ "body language" and other subtle cues. Personality traits and passions, a la Pendragon, can induce involuntary reactions even in player-characters; there can be within one person a conflict between virtue and vice, or between conflicting loyalties.
In most cases, though, the substance of a matter is not mere "fluff". To treat "game stats" -- rather than situational factors -- as the primary determinant of outcome is to my mind to get things backwards.
That's a subtle matter.
A medieval courtly romance is a conflict -- between the adulterous lovers on one hand, and the spouse(s) and feudal obligations on the other. See, e.g., Tristan and Isolde or Guinevere and Lancelot. There can also be seductions with ulterior motives. More generally, though, people in love tend to be "on the same team", as it were; difficulties come not from internal opposition but from misunderstanding or external hindrances. Check a "chick flick" for the by-the-numbers.Kamikaze Midget said:The base idea of mechanics for romance is not a bad idea, any more than the base idea of mechanics for combat is a bad idea. They're both conflicts ...
I utterly loathe 4E skill challenges. There are almost certainly better (as I would think) ways to do an abstract, "brute force" resolution by the dice of any situation. I think the general approach is much better suited to a "narrative" than to a "role-playing" mode; it seems to me much more engaging when players set the stakes, or the stakes are being able as winner to take "authorial" control.
For what role playing means to me, the particulars matter more. Often, smooth going simply means knowing what to do (or not to do). That is usually best reflected in actual player knowledge. Is Sir Gavin mad about falconry? Does Dame Elsa think the only good rabbit is a cooked one, and go out of her way to pot the varmints? Perhaps Father Guillaume fancies himself a poet, and corners troubadors to "talk shop".
Characteristic/skill ratings can be a good way to determine how much information a player gets from a glossed-over undertaking such as "talking with the usual suspects". They can shift first impressions, and indicate ability to read or employ "body language" and other subtle cues. Personality traits and passions, a la Pendragon, can induce involuntary reactions even in player-characters; there can be within one person a conflict between virtue and vice, or between conflicting loyalties.
In most cases, though, the substance of a matter is not mere "fluff". To treat "game stats" -- rather than situational factors -- as the primary determinant of outcome is to my mind to get things backwards.
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