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Using social skills on other PCs
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<blockquote data-quote="Grendel_Khan" data-source="post: 8471444" data-attributes="member: 7028554"><p>[USER=84112]@HammerMan[/USER] I think one of the reasons you're getting so much pushback in this thread is the default play mode in D&D (and lots of similar games). PCs are part of a team, and while some minor intra-party squabbling or shenanigans can make for a bit of color, those little jabs and spats are just comic relief, basically. On the whole, it's the team of PCs vs. the NPCs, and, really, against the GM. And since everything serves that running PCs vs. NPCs (or, by proxy, PCs vs. GM) conflict, almost any sort of PvP interactions are a breach of conduct, and any attempt by the GM or another PC to tell a PC how they feel about something is a kind of invasion.</p><p></p><p>IMO it's only when you get into other kinds of games that really feature PvP elements, or where things are more generally collaborative, that that default mode breaks down. What happens when a game isn't about whether you can collectively beat a given bad guy or steal a given treasure, but what happens to the PCs more generally, including how they might hurt or betray each other? What if you aren't a band of adventurers with a common (if vague) purpose, but a group of incompatible survivors thrown together, and it's clear from the campaign's start that it's not a forever game, and that it's bound to get messy (in a horror or apocalyptic mode)? The more the game is a game, and not a kind of partial simulation of whatever the GM thinks is worth simulating in detail (combat but not social interactions, for example, or the logistics of wilderness survival but not its psychological effects) with no end in sight, the more you can have stuff like PCs using social skills on other PCs, or NPCs using social skills on PCs, without raising anyone's hackles. But these forums aren't, on the whole, about that sort of play.</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 8471444, member: 7028554"] [USER=84112]@HammerMan[/USER] I think one of the reasons you're getting so much pushback in this thread is the default play mode in D&D (and lots of similar games). PCs are part of a team, and while some minor intra-party squabbling or shenanigans can make for a bit of color, those little jabs and spats are just comic relief, basically. On the whole, it's the team of PCs vs. the NPCs, and, really, against the GM. And since everything serves that running PCs vs. NPCs (or, by proxy, PCs vs. GM) conflict, almost any sort of PvP interactions are a breach of conduct, and any attempt by the GM or another PC to tell a PC how they feel about something is a kind of invasion. IMO it's only when you get into other kinds of games that really feature PvP elements, or where things are more generally collaborative, that that default mode breaks down. What happens when a game isn't about whether you can collectively beat a given bad guy or steal a given treasure, but what happens to the PCs more generally, including how they might hurt or betray each other? What if you aren't a band of adventurers with a common (if vague) purpose, but a group of incompatible survivors thrown together, and it's clear from the campaign's start that it's not a forever game, and that it's bound to get messy (in a horror or apocalyptic mode)? The more the game is a game, and not a kind of partial simulation of whatever the GM thinks is worth simulating in detail (combat but not social interactions, for example, or the logistics of wilderness survival but not its psychological effects) with no end in sight, the more you can have stuff like PCs using social skills on other PCs, or NPCs using social skills on PCs, without raising anyone's hackles. But these forums aren't, on the whole, about that sort of play. [/QUOTE]
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