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The Game for Non-Gamers: (Forked from: Sexism in D&D)
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<blockquote data-quote="I'm A Banana" data-source="post: 4808545" data-attributes="member: 2067"><p>A while upthread I posted a sort of example of play using a system to resolve non-combat encounters. It was criticized for not actually requiring players to give literal dialogue (e.g.: a player could just roll dice to get through the encounter), but I defended that as a beneficial thing if we're looking for an expanded player base.</p><p></p><p>In that mode, the PC spotting the their rival with the PC's lover would be up to the PC's:</p><p></p><p>DM: "As you enter the bar, you see your rival chatting up your lover. What do you do?"</p><p>Player: "I kick his butt!" (start combat)</p><p>or Player: "I scare him off!" (start a social encounter)</p><p>or Player: "I drag her away from him." (no rules needed, unless she's going to resist the dragging, in which case you'd probably do a simple Strength check or something)</p><p>or Player: "I find out where he lives and burn down his house!" (start extended series of other encounters while the PC does this</p><p>or Player: "I cry into my beer." (no rules needed)</p><p></p><p>Ultimately, the player declares his intention, the DM figures out if there's any significant resistance to the player accomplishing this. If so, the player must engage in some sort of rules-mediated mechanic to accomplish it. </p><p></p><p>The "social encounter" would consist of an example like the one I posted upthread: the PC has some social skill he uses to attack the rival's social defense, requiring a certain number of successes before a certain number of failures, with special social abilities that he may choose to bring to bear. The rival likewise can attack the PC, and has his own social abilities.</p><p></p><p>A D&D-esque ride-by arrowing would pretty obviously use combat rules: rolls to hit and damage vs. cover and the like (and might not quite have punch in D&D due to the general resilience of PC's, but this is heroic fantasy, where every character can stand strong in a hail of arrows and survive).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4808545, member: 2067"] A while upthread I posted a sort of example of play using a system to resolve non-combat encounters. It was criticized for not actually requiring players to give literal dialogue (e.g.: a player could just roll dice to get through the encounter), but I defended that as a beneficial thing if we're looking for an expanded player base. In that mode, the PC spotting the their rival with the PC's lover would be up to the PC's: DM: "As you enter the bar, you see your rival chatting up your lover. What do you do?" Player: "I kick his butt!" (start combat) or Player: "I scare him off!" (start a social encounter) or Player: "I drag her away from him." (no rules needed, unless she's going to resist the dragging, in which case you'd probably do a simple Strength check or something) or Player: "I find out where he lives and burn down his house!" (start extended series of other encounters while the PC does this or Player: "I cry into my beer." (no rules needed) Ultimately, the player declares his intention, the DM figures out if there's any significant resistance to the player accomplishing this. If so, the player must engage in some sort of rules-mediated mechanic to accomplish it. The "social encounter" would consist of an example like the one I posted upthread: the PC has some social skill he uses to attack the rival's social defense, requiring a certain number of successes before a certain number of failures, with special social abilities that he may choose to bring to bear. The rival likewise can attack the PC, and has his own social abilities. A D&D-esque ride-by arrowing would pretty obviously use combat rules: rolls to hit and damage vs. cover and the like (and might not quite have punch in D&D due to the general resilience of PC's, but this is heroic fantasy, where every character can stand strong in a hail of arrows and survive). [/QUOTE]
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