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General Tabletop Discussion
*Dungeons & Dragons
Using social skills on other PCs
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<blockquote data-quote="clearstream" data-source="post: 8477674" data-attributes="member: 71699"><p>How I run things depends on the game. For D&D I lean toward immersion and what might be labelled neo-trad, with some old school sympathies. I usually maintain an open-world, although recently got drawn into a protracted piece of dungeoneering (the Tomb of Nine Gods) which TBH I can't wait to be over. In my usual game, I have a world in mind and it is up to the players what direction the campaign goes within that world. An important function of game mechanics is to provide players fiat over the emerging narrative: so I avoid arbitrariness about what works or doesn't work. If it's in RAW then it works as it does in RAW. Or I make any change explicit (e.g. our rests are longer, in part to balance with the longer time arcs of an open-world campaign.) My weekly campaigns are long-running, and I always have more players than I would ideally like.</p><p></p><p>My interest in the possibility of symmetrical social skills arises from my interest in immersion (by which I mean world-immersion.) For me the most immersive world can only be created when its inhabitants are all on one footing - they all inhabit the same world, subject to the same magics, physics, metaphysics etc.</p><p></p><p>We're about two sessions from completing ToA. What I'm drafting in the background of this discussion is a take on symmetrical social skills for my coming campaign, which is set in a period of colonialism (where of course the players are on the side that is being overwhelmed and potentially disintegrated - culturally and economically - by colonisation.)</p><p></p><p>But perhaps you have something on your mind? Care to narrow your question?</p></blockquote><p></p>
[QUOTE="clearstream, post: 8477674, member: 71699"] How I run things depends on the game. For D&D I lean toward immersion and what might be labelled neo-trad, with some old school sympathies. I usually maintain an open-world, although recently got drawn into a protracted piece of dungeoneering (the Tomb of Nine Gods) which TBH I can't wait to be over. In my usual game, I have a world in mind and it is up to the players what direction the campaign goes within that world. An important function of game mechanics is to provide players fiat over the emerging narrative: so I avoid arbitrariness about what works or doesn't work. If it's in RAW then it works as it does in RAW. Or I make any change explicit (e.g. our rests are longer, in part to balance with the longer time arcs of an open-world campaign.) My weekly campaigns are long-running, and I always have more players than I would ideally like. My interest in the possibility of symmetrical social skills arises from my interest in immersion (by which I mean world-immersion.) For me the most immersive world can only be created when its inhabitants are all on one footing - they all inhabit the same world, subject to the same magics, physics, metaphysics etc. We're about two sessions from completing ToA. What I'm drafting in the background of this discussion is a take on symmetrical social skills for my coming campaign, which is set in a period of colonialism (where of course the players are on the side that is being overwhelmed and potentially disintegrated - culturally and economically - by colonisation.) But perhaps you have something on your mind? Care to narrow your question? [/QUOTE]
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