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What is a Social challenge, anyways?
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<blockquote data-quote="pemerton" data-source="post: 8951261" data-attributes="member: 42582"><p>Here's the actual play report:</p><p></p><p>In what universe would this be better resolved by a single roll, or by "just playing it out" - ie either the GM deciding, or negotiating with one another until we reach tabletop consensus?</p><p></p><p>Nearly 40 years ago I purchased the original OA for AD&D. PCs in that game have families, and martial arts masters, and so on. That was when I worked out that personal relationships, family, honour, glory can all be as much a part of RPGing as can the man-with-no-name types that are assumed by a module like Against the Giants or Keep on the Borderlands. Since then, my main RPGs for FRPGing have been Rolemaster, D&D 4e, Prince Valiant, Cortex+ Heroic (adapted from MHRP), Burning Wheel and Torchbearer. In all these games, there are frameworks for resolving social conflict - RM's Influence and Interaction static action table, 4e's skill challenges, the uniform conflict resolution systems in Prince Valiant and Cortex+, and the systems in Burning Wheel exemplified above (which Torchbearer adapts with some modest variation).</p><p></p><p>So for me it's not that strange to have situations in my FRPGing in which social and emotional consequences are important or even central to a character.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8951261, member: 42582"] Here's the actual play report: In what universe would this be better resolved by a single roll, or by "just playing it out" - ie either the GM deciding, or negotiating with one another until we reach tabletop consensus? Nearly 40 years ago I purchased the original OA for AD&D. PCs in that game have families, and martial arts masters, and so on. That was when I worked out that personal relationships, family, honour, glory can all be as much a part of RPGing as can the man-with-no-name types that are assumed by a module like Against the Giants or Keep on the Borderlands. Since then, my main RPGs for FRPGing have been Rolemaster, D&D 4e, Prince Valiant, Cortex+ Heroic (adapted from MHRP), Burning Wheel and Torchbearer. In all these games, there are frameworks for resolving social conflict - RM's Influence and Interaction static action table, 4e's skill challenges, the uniform conflict resolution systems in Prince Valiant and Cortex+, and the systems in Burning Wheel exemplified above (which Torchbearer adapts with some modest variation). So for me it's not that strange to have situations in my FRPGing in which social and emotional consequences are important or even central to a character. [/QUOTE]
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