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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="pemerton" data-source="post: 8667566" data-attributes="member: 42582"><p>Right.</p><p></p><p>The last "two characters in a bar" scene I recall in my play was two PCs in Prince Valiant who were both wooing the same lady (one a knight, at that time the other a squire). They were debating who should yield to whom. This wasn't a social crawl - it was PC vs PC, not PC vs NPC. It wasn't analogous to two PCs working out whether to explore the left or the right archway first - ie it wasn't actual negotiation in the real world as a proxy for actual negotiation in the fiction. So that left three options: the players actually try and generate the feelings (towards one another; towards the lady) that their PCs feel, and genuinely act on those, and drink ales, and keep going until the situation actually resolves, or not (ie we replicate real life, with all the wash-up and hard feelings and hangovers and broken friendships that that involves); or the players make a decision about who yields (cooperative storytelling); or we roll some dice.</p><p></p><p>We did the third: opposed Fellowship checks. Which tied, so neither yielded to the other and both continued to woo the lady. (Play to find out what happens!)</p></blockquote><p></p>
[QUOTE="pemerton, post: 8667566, member: 42582"] Right. The last "two characters in a bar" scene I recall in my play was two PCs in Prince Valiant who were both wooing the same lady (one a knight, at that time the other a squire). They were debating who should yield to whom. This wasn't a social crawl - it was PC vs PC, not PC vs NPC. It wasn't analogous to two PCs working out whether to explore the left or the right archway first - ie it wasn't actual negotiation in the real world as a proxy for actual negotiation in the fiction. So that left three options: the players actually try and generate the feelings (towards one another; towards the lady) that their PCs feel, and genuinely act on those, and drink ales, and keep going until the situation actually resolves, or not (ie we replicate real life, with all the wash-up and hard feelings and hangovers and broken friendships that that involves); or the players make a decision about who yields (cooperative storytelling); or we roll some dice. We did the third: opposed Fellowship checks. Which tied, so neither yielded to the other and both continued to woo the lady. (Play to find out what happens!) [/QUOTE]
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