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<blockquote data-quote="Schmoe" data-source="post: 6536484" data-attributes="member: 913"><p>That was an interesting play example. One point in particular stuck out:</p><p></p><p></p><p></p><p>And that's something that I've noticed as well. I like more free-form social interactions, and I generally find rolling lots of skills to be unsatisfying in an interactive scene, but at the same time it is sometimes hard to define a point of conflict that requires resolution while in the middle of such a scene. It sounds like the skill challenge structure forced clarity, at least in your own mind, on what those intermediate conflicts were, and that in turn helped progress the scene to a logical and satisfying conclusion. I think that sort of discipline in defining goals can really help social interactions. </p><p></p><p>I'll have to think about it, as it is something I might want to start incorporating into my games. It's not something that needs to be applicable all the time, and I've had plenty of all-RP evenings that didn't need or wouldn't benefit from any sort of conflict resolution, but this opens the door to more meaningful social challenges, and I think that's the point. Many of my RP scenes are typically just social interactions that help progress the story, increase immersion and involvement in the story, and provide exposition. The social challenges often reduce to just a simple "He wants this, you want that, make a roll." This gives an interesting approach to enhancing those social challenges.</p></blockquote><p></p>
[QUOTE="Schmoe, post: 6536484, member: 913"] That was an interesting play example. One point in particular stuck out: And that's something that I've noticed as well. I like more free-form social interactions, and I generally find rolling lots of skills to be unsatisfying in an interactive scene, but at the same time it is sometimes hard to define a point of conflict that requires resolution while in the middle of such a scene. It sounds like the skill challenge structure forced clarity, at least in your own mind, on what those intermediate conflicts were, and that in turn helped progress the scene to a logical and satisfying conclusion. I think that sort of discipline in defining goals can really help social interactions. I'll have to think about it, as it is something I might want to start incorporating into my games. It's not something that needs to be applicable all the time, and I've had plenty of all-RP evenings that didn't need or wouldn't benefit from any sort of conflict resolution, but this opens the door to more meaningful social challenges, and I think that's the point. Many of my RP scenes are typically just social interactions that help progress the story, increase immersion and involvement in the story, and provide exposition. The social challenges often reduce to just a simple "He wants this, you want that, make a roll." This gives an interesting approach to enhancing those social challenges. [/QUOTE]
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