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Why are we okay with violence in RPGs?
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<blockquote data-quote="Beleriphon" data-source="post: 7621964" data-attributes="member: 27847"><p>I think it depends on defining what you want the end goal to be in a social encounter, in fact it has to be really. If the end goal is the Duke lends you some of his household guard to trounce that lizardfolk resolution mechanics need to tell us when the Duke acquiesces, does what we want but with a condition, or flat out refuses. But it also needs to let us use the character abilities, and use player input in a way that physical altercations don't.</p><p></p><p>Using mechanics to wear the Duke down from his starting Social Points total is probably a bad idea, because as you say it looks too much like combat, but doesn't really let us know what is happening. But if we borrow FATE and start following stress then we can start assigning actual descriptions to what happens. For example, we might pick up a stress description of Insulted the Target, which doesn't go away just because the encounter is over. In a lot of ways that requires the players and the GM determining the outcomes after the dice roll, so if you insult the Duke its between the players and the GM to figure out how that happened.</p></blockquote><p></p>
[QUOTE="Beleriphon, post: 7621964, member: 27847"] I think it depends on defining what you want the end goal to be in a social encounter, in fact it has to be really. If the end goal is the Duke lends you some of his household guard to trounce that lizardfolk resolution mechanics need to tell us when the Duke acquiesces, does what we want but with a condition, or flat out refuses. But it also needs to let us use the character abilities, and use player input in a way that physical altercations don't. Using mechanics to wear the Duke down from his starting Social Points total is probably a bad idea, because as you say it looks too much like combat, but doesn't really let us know what is happening. But if we borrow FATE and start following stress then we can start assigning actual descriptions to what happens. For example, we might pick up a stress description of Insulted the Target, which doesn't go away just because the encounter is over. In a lot of ways that requires the players and the GM determining the outcomes after the dice roll, so if you insult the Duke its between the players and the GM to figure out how that happened. [/QUOTE]
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