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*TTRPGs General
The need for social skills in D&D
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<blockquote data-quote="Wolfwood2" data-source="post: 3316438" data-attributes="member: 39394"><p>A few thoughts on this thread.</p><p></p><p>There is nothing more painful and boring for me than watching a shy, uncreative person try to play a character who is a clever, dashing speaker. I'm sorry, but games are supposed to be fun, and watching someone like that stumble and hestitate their way through a roleplay encounter is incredibly boring. If rules could be set up to encourage people like that not to play highly social characters, I would be in favor of it. I guess that makes me a bad, bad man.</p><p></p><p>Now let me qualify that. I don't insist that the player be good at speaking. I just insist that they be <strong>clever social tacticians</strong> who can come up with <strong>interesting and fun social strategies</strong>. Then by all means roll the dice to figure out how well the PC carried out that strategy.</p><p></p><p>For instance, take the stereotypical problem of talking your way past a door guard. A PC might try to convince the guard they are carrying an important message, or that they are a friend of one of the residents, or that they are part of the king's dreaded secret police, or they might just plain try to make friends with the guard and bribe him.</p><p></p><p><strong>It's the responsibility of the player to chose which of those social tactics they roll with, because the type of tactic chosen will have reprecussions on the future plots.</strong> If you're the type of player who can't handle that... if you're going to hesitate for minutes at a time going, 'I don't know, I don't know, how should I do this"... please do not play a social character. (Can you tell I have bitter experience here?)</p><p></p><p>Once the tactics are chosen, by all means roll the dice.</p><p></p><p>That's my take on it.</p></blockquote><p></p>
[QUOTE="Wolfwood2, post: 3316438, member: 39394"] A few thoughts on this thread. There is nothing more painful and boring for me than watching a shy, uncreative person try to play a character who is a clever, dashing speaker. I'm sorry, but games are supposed to be fun, and watching someone like that stumble and hestitate their way through a roleplay encounter is incredibly boring. If rules could be set up to encourage people like that not to play highly social characters, I would be in favor of it. I guess that makes me a bad, bad man. Now let me qualify that. I don't insist that the player be good at speaking. I just insist that they be [B]clever social tacticians[/B] who can come up with [B]interesting and fun social strategies[/B]. Then by all means roll the dice to figure out how well the PC carried out that strategy. For instance, take the stereotypical problem of talking your way past a door guard. A PC might try to convince the guard they are carrying an important message, or that they are a friend of one of the residents, or that they are part of the king's dreaded secret police, or they might just plain try to make friends with the guard and bribe him. [B]It's the responsibility of the player to chose which of those social tactics they roll with, because the type of tactic chosen will have reprecussions on the future plots.[/B] If you're the type of player who can't handle that... if you're going to hesitate for minutes at a time going, 'I don't know, I don't know, how should I do this"... please do not play a social character. (Can you tell I have bitter experience here?) Once the tactics are chosen, by all means roll the dice. That's my take on it. [/QUOTE]
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