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The need for social skills in D&D
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<blockquote data-quote="Mallus" data-source="post: 3310168" data-attributes="member: 3887"><p>Right back at 'ya... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p>Of course they are. The character is a subset of the player. If it isn't the players real-life abilities influencing the character then what does? Magic? Faeries? A pink laser from space? </p><p></p><p>The character is only <em>not</em> the player to the extent the player chooses. Creating a persona is part of the fun, but let's be honest, exactly who gets excited when you role a natural 20? Not Trogdor the Plagiarized, because he doesn't really exist. Who feels a sense of accomplishment when their clever spell use prevents a TPK? It ain't Wizbag of the Pointy Hat...</p><p></p><p></p><p>Sure. That's why in my own game I use two social resolutions systems side by side, one based on the RAW and one based on my whim, I mean, group consensus. </p><p></p><p></p><p>I didn't call a particular playstyle wrong. </p><p></p><p>What I did do was criticize, I mean discuss, some people's reason for preferring a crunchy, dice-based social conflict resolution system. Which boiled down to "Because it allows verbally challenged players to play charmers and leaders".</p><p></p><p>To which I responded "Then how about a crunchy dice-based system that allows tactically challenged players to play master tacticians?". (which Raven Crowking actually began sketching out)</p><p></p><p>What makes social interaction a special case? </p><p></p><p>I suspect that the players who prefer mechanical socializing are better tacticians than speakers. It's about privileging what they're good at. </p><p></p><p></p><p>I'd argue many people are being a little disingenuous (not that there's anything wrong with that)... since they're playing D&D, a game with little mechanical support for deep immersion roleplaying and a whole lot for problem-solving with a greatsword.</p><p></p><p></p><p>I think getting people to agree on a fair size for that modifier is going to be hard.</p><p></p><p></p><p>I enjoy succeeding or failing on the merits of what I do in play. Some kind of Yahtzee-based improv... not so much.</p></blockquote><p></p>
[QUOTE="Mallus, post: 3310168, member: 3887"] Right back at 'ya... ;) Of course they are. The character is a subset of the player. If it isn't the players real-life abilities influencing the character then what does? Magic? Faeries? A pink laser from space? The character is only [i]not[/i] the player to the extent the player chooses. Creating a persona is part of the fun, but let's be honest, exactly who gets excited when you role a natural 20? Not Trogdor the Plagiarized, because he doesn't really exist. Who feels a sense of accomplishment when their clever spell use prevents a TPK? It ain't Wizbag of the Pointy Hat... Sure. That's why in my own game I use two social resolutions systems side by side, one based on the RAW and one based on my whim, I mean, group consensus. I didn't call a particular playstyle wrong. What I did do was criticize, I mean discuss, some people's reason for preferring a crunchy, dice-based social conflict resolution system. Which boiled down to "Because it allows verbally challenged players to play charmers and leaders". To which I responded "Then how about a crunchy dice-based system that allows tactically challenged players to play master tacticians?". (which Raven Crowking actually began sketching out) What makes social interaction a special case? I suspect that the players who prefer mechanical socializing are better tacticians than speakers. It's about privileging what they're good at. I'd argue many people are being a little disingenuous (not that there's anything wrong with that)... since they're playing D&D, a game with little mechanical support for deep immersion roleplaying and a whole lot for problem-solving with a greatsword. I think getting people to agree on a fair size for that modifier is going to be hard. I enjoy succeeding or failing on the merits of what I do in play. Some kind of Yahtzee-based improv... not so much. [/QUOTE]
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