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General Tabletop Discussion
*TTRPGs General
The importance of non combat rules in a RPG.
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<blockquote data-quote="Chrono22" data-source="post: 5036532" data-attributes="member: 86638"><p>I'd say social interaction is at least as complicated as combat, if not more so, for several reasons.</p><p>Only humans seem to do it fluently- other animals can do it with limited success, but the depth and breadth of the information they share isn't even close.</p><p>Also, most gaming groups don't do it. Or at least, not very much- it seems too complicated, daunting, or slow to them to hold their interest.</p><p>From a game perspective, each participant has different views on politeness, respect, and social conventions in general. They <em>do </em>carry this over into play. </p><p>If an RPG offered rules/guidelines that allowed the PCs/DM to acknowledge personality traits, ambitions, and archetypes, it could provide a framework for guiding the narrative. This could speed up the process of social interraction, assist socially inept players, and help the DM and player cooperatively create dynamic <em>and</em> interesting plots and dialogues.</p><p></p><p>Sure, a freeform approach to interaction or noncombat conflicts could accomplish the same thing- but then it totally depends on player and GM ability. Most groups I play with aren't filled with masters of improv. Noncombat rules could help.</p></blockquote><p></p>
[QUOTE="Chrono22, post: 5036532, member: 86638"] I'd say social interaction is at least as complicated as combat, if not more so, for several reasons. Only humans seem to do it fluently- other animals can do it with limited success, but the depth and breadth of the information they share isn't even close. Also, most gaming groups don't do it. Or at least, not very much- it seems too complicated, daunting, or slow to them to hold their interest. From a game perspective, each participant has different views on politeness, respect, and social conventions in general. They [I]do [/I]carry this over into play. If an RPG offered rules/guidelines that allowed the PCs/DM to acknowledge personality traits, ambitions, and archetypes, it could provide a framework for guiding the narrative. This could speed up the process of social interraction, assist socially inept players, and help the DM and player cooperatively create dynamic [I]and[/I] interesting plots and dialogues. Sure, a freeform approach to interaction or noncombat conflicts could accomplish the same thing- but then it totally depends on player and GM ability. Most groups I play with aren't filled with masters of improv. Noncombat rules could help. [/QUOTE]
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