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Your thoughts on "Social Combat" systems
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<blockquote data-quote="toucanbuzz" data-source="post: 8157063" data-attributes="member: 19270"><p>I try to avoid, whenever possible, "roll-play" instead of "role-play," but I understand the reasoning. I applied CHA all the time, without a roll, in AD&D. A gamer might say the right things, but with a poor CHA, it was taken wrong by many. <em>"Oh, we got a smooth talker here, a confidence man is what we call your type." </em>And vice versa. <em>"The guard nods cryptically as you tell him his mother's house is on fire and he should leave his post. 'The fortune teller told me a wise man would find me in the strangest time and impart wisdom. I get it. My mother needs me. There's a lender preying on her. My uncle is trying to steal the land. Our house is on fire, and rather than help my mother, I've been pretending like I care for a king who doesn't care for me.'"</em></p><p></p><p>I've also recently tried the "C3PO/R2-D2" style of conversation with a new player. For those who don't know Star Wars, these two droids always talked, but we never understood what R2 was beeping. Instead, C3PO mirrored their conversations (e.g. "don't take that tone of voice with me," or "I miss him too.")</p><p></p><p>As an example, I started a new campaign last week with the new gamer, first D&D game in a high-intrigue, political setting. A young noble was asking him for advice, as the elven elder who'd lived 200 years and seen a bit of everything. The new player was obviously a bit taken aback as to what to say. So, I had the young noble nod to his silent pauses so the player didn't feel uncomfortable with everyone staring and waiting for him to talk. <em>"You're right. It was a foolish question, not worth an answer.</em>" From there, the player got more comfortable as we filled the silent pauses with C3PO type observations (that the elf could correct if he wanted). <em>My philosophy is that if he "rolls" his way through the role-play parts, he'll miss a fundamental part of the game.</em></p><p></p><p>Otherwise, I find the simplest mechanic is the best. A check only when:</p><p></p><p>(1) I have no idea how the NPC would react AND </p><p>(2) There is something on the line to gain or lose from the conversation.</p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 8157063, member: 19270"] I try to avoid, whenever possible, "roll-play" instead of "role-play," but I understand the reasoning. I applied CHA all the time, without a roll, in AD&D. A gamer might say the right things, but with a poor CHA, it was taken wrong by many. [I]"Oh, we got a smooth talker here, a confidence man is what we call your type." [/I]And vice versa. [I]"The guard nods cryptically as you tell him his mother's house is on fire and he should leave his post. 'The fortune teller told me a wise man would find me in the strangest time and impart wisdom. I get it. My mother needs me. There's a lender preying on her. My uncle is trying to steal the land. Our house is on fire, and rather than help my mother, I've been pretending like I care for a king who doesn't care for me.'"[/I] I've also recently tried the "C3PO/R2-D2" style of conversation with a new player. For those who don't know Star Wars, these two droids always talked, but we never understood what R2 was beeping. Instead, C3PO mirrored their conversations (e.g. "don't take that tone of voice with me," or "I miss him too.") As an example, I started a new campaign last week with the new gamer, first D&D game in a high-intrigue, political setting. A young noble was asking him for advice, as the elven elder who'd lived 200 years and seen a bit of everything. The new player was obviously a bit taken aback as to what to say. So, I had the young noble nod to his silent pauses so the player didn't feel uncomfortable with everyone staring and waiting for him to talk. [I]"You're right. It was a foolish question, not worth an answer.[/I]" From there, the player got more comfortable as we filled the silent pauses with C3PO type observations (that the elf could correct if he wanted). [I]My philosophy is that if he "rolls" his way through the role-play parts, he'll miss a fundamental part of the game.[/I] Otherwise, I find the simplest mechanic is the best. A check only when: (1) I have no idea how the NPC would react AND (2) There is something on the line to gain or lose from the conversation. [/QUOTE]
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