Campbell
Relaxed Intensity
@Bedrockgames
When it comes to social mechanics, I tend to favor those that impact player decision making rather than choose what they must do. Like when you are Angry in Masks you have difficulty connecting with people but can still try. You can resolve the condition by lashing out violently or one of the other player characters can try to talk you down. This sort of thing basically mimics the sort of difficulties and incentives we deal with in that emotional state (especially the insecure teenagers you play in Masks).
The player still retains complete autonomy, only certain things become more rewarding and others more difficult. You still play everything out. Still choose what your character does at every moment. Just not what they want or how they feel all the time.
I feel these sorts of mechanics do a good job of modeling the impact our impulses have on us, while still acknowledging we still actively choose what we do for the most part.
When it comes to social mechanics, I tend to favor those that impact player decision making rather than choose what they must do. Like when you are Angry in Masks you have difficulty connecting with people but can still try. You can resolve the condition by lashing out violently or one of the other player characters can try to talk you down. This sort of thing basically mimics the sort of difficulties and incentives we deal with in that emotional state (especially the insecure teenagers you play in Masks).
The player still retains complete autonomy, only certain things become more rewarding and others more difficult. You still play everything out. Still choose what your character does at every moment. Just not what they want or how they feel all the time.
I feel these sorts of mechanics do a good job of modeling the impact our impulses have on us, while still acknowledging we still actively choose what we do for the most part.
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