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What is a Social challenge, anyways?
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<blockquote data-quote="Manbearcat" data-source="post: 8950810" data-attributes="member: 6696971"><p>There are a few Social Conflicts in there (via 4e Skill Challenge), but I won't elaborate since you've linked the thread. I'd be more than willing to elaborate on anything in there if it catches someone's interest (as it pertains to the subject of this thread).</p><p></p><p></p><p></p><p>I'd be all for a thread on Social Skill Challenges in 4e if someone wants to start one!</p><p></p><p>[HR][/HR]</p><p></p><p>Broadly speaking, social challenges imo should have the following three features:</p><p></p><p>* Fictional participants with vital dramatic needs, opposing goals, and some manner of operationalized stakes & concessions.</p><p></p><p>* A back-and-forth between participants in meat-space that is mediated and structured by a consequential game layer which features interesting decision-points and mirrors the imagined space.</p><p></p><p>* Systematized, table-facing Win Condition where participants earn their victory, concede, or suck up their defeat (and the consequences/fallout that comes with it).</p><p></p><p></p><p>There are lots of ways to skin this proverbial cat. Apocalypse World (which the 5e designers clearly drew inspiration from in their 244 Social Interaction) handles this differently than Dogs in the Vineyard (despite both games being written by Vincent Baker). Despite all 4 of these systems being scene-based when it comes to social conflicts, Torchbearer handles differently than D&D 4e which handles differently from Cortex+ which handles differently from Tug-of-War Clock resolution in Blades in the Dark Social Scores.</p><p></p><p>We can talk about any of these and contrast how they engage with the bullet points above, how they subtly differ, and what those differences mean to the experience at the table.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8950810, member: 6696971"] There are a few Social Conflicts in there (via 4e Skill Challenge), but I won't elaborate since you've linked the thread. I'd be more than willing to elaborate on anything in there if it catches someone's interest (as it pertains to the subject of this thread). I'd be all for a thread on Social Skill Challenges in 4e if someone wants to start one! [HR][/HR] Broadly speaking, social challenges imo should have the following three features: * Fictional participants with vital dramatic needs, opposing goals, and some manner of operationalized stakes & concessions. * A back-and-forth between participants in meat-space that is mediated and structured by a consequential game layer which features interesting decision-points and mirrors the imagined space. * Systematized, table-facing Win Condition where participants earn their victory, concede, or suck up their defeat (and the consequences/fallout that comes with it). There are lots of ways to skin this proverbial cat. Apocalypse World (which the 5e designers clearly drew inspiration from in their 244 Social Interaction) handles this differently than Dogs in the Vineyard (despite both games being written by Vincent Baker). Despite all 4 of these systems being scene-based when it comes to social conflicts, Torchbearer handles differently than D&D 4e which handles differently from Cortex+ which handles differently from Tug-of-War Clock resolution in Blades in the Dark Social Scores. We can talk about any of these and contrast how they engage with the bullet points above, how they subtly differ, and what those differences mean to the experience at the table. [/QUOTE]
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