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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="maddman75" data-source="post: 5037815" data-attributes="member: 2673"><p>Dogs in the Vineyard is interesting because social conflcits and combat conflicts are treated as being different points on the same continuum. It starts with arguing, if you lose the argument you can either accept the loss or raise the stakes to get physical. If you fail while pushing and shoving, you can raise the stakes again to start punching. If you fail then, you either accept the faliure, or draw guns. Once you draw guns, people start to die. Is what you're arguing about worth killing someone? Or getting killed yourself?</p><p></p><p>Mouseguard treats all conflicts with the same rules. Each side (GM and a team of mice) will choose three actions - attack, defend, feint, and maneauver. The GM's and PCs reveal at the same time and has different effects, sort of like a four way rock-paper-scissors. Whatever is being done gets translated into these terms. In an argument an Attack might be strongly stating your position, while a Feint might be conceding part of your opponent's argument in order to trip them up. </p><p></p><p>Most Indie games don't have seperate combat/social rules, but a common resolution system. InSpectres for instance, making a skill roll means the player gets to narrate the scene. So if they're successful, not only does the NPC spill his guts in an interrogation, but the player gets to decide what he says!</p></blockquote><p></p>
[QUOTE="maddman75, post: 5037815, member: 2673"] Dogs in the Vineyard is interesting because social conflcits and combat conflicts are treated as being different points on the same continuum. It starts with arguing, if you lose the argument you can either accept the loss or raise the stakes to get physical. If you fail while pushing and shoving, you can raise the stakes again to start punching. If you fail then, you either accept the faliure, or draw guns. Once you draw guns, people start to die. Is what you're arguing about worth killing someone? Or getting killed yourself? Mouseguard treats all conflicts with the same rules. Each side (GM and a team of mice) will choose three actions - attack, defend, feint, and maneauver. The GM's and PCs reveal at the same time and has different effects, sort of like a four way rock-paper-scissors. Whatever is being done gets translated into these terms. In an argument an Attack might be strongly stating your position, while a Feint might be conceding part of your opponent's argument in order to trip them up. Most Indie games don't have seperate combat/social rules, but a common resolution system. InSpectres for instance, making a skill roll means the player gets to narrate the scene. So if they're successful, not only does the NPC spill his guts in an interrogation, but the player gets to decide what he says! [/QUOTE]
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