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ZWEIHÄNDER Grim & Perilous RPG - a Warhammer Fantasy Roleplay retroclone
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<blockquote data-quote="Daniel D. Fox" data-source="post: 6806535" data-attributes="member: 55033"><p>Social intrigue systems in RPG seem to have a love it or hate it relationship: either Gamemasters love the complexity of the system or dislike its use (Forge-based RPGs). Universally, players and Gamemasters alike tend to take umbrage at systems which focus solely on “skill rolls” over role-playing to determine success. A few even employ social combat, albeit intensely mechanical in nature (Honor and Intrigue, Song of Ice and Fire). Many tabletop role-playing games don’t even have social skills (early editions of D&D), instead leaning on player’s ability to influence non-player Characters through role- play to get the job done. Some games, like Pathfinder, distill social interaction down to a handful of dice rolls, without giving players much agency or allowing role-playing to augment their chances of success. Heck – some systems actively discourage third person role-playing all together! </p><p></p><p></p><p>While we certainly see a place for these approaches, here at <a href="http://warhammerfantasyroleplay.com" target="_blank">ZWEIHÄNDER Grim & Perilous RPG</a>, we think we found a great middle ground. We encourage role-play above all, with Skills augmenting the conversation yet not ultimately determine success or failure. Both first and third person role-playing is supported, and rewarded. In our optional Social Intrigue system, there are two simple approaches a Gamemaster can take: </p><p></p><p></p><p>SIMPLE EXCHANGE </p><p>This is whenever Social Intrigue warrants an expedient answer through use of a Skill. This is the most common type of Social Intrigue in <a href="http://grimandperilous.com" target="_blank">ZWEIHÄNDER</a>. For instance, either the player gets the lowest price possible for a piece of equipment using Bargain, manage to Charm a doorman to let them into an exclusive tavern or even Intimidate to scare off onlookers upon a scene of a crime in a crowded marketplace. These sort of Skill Tests are very simple for the Gamemaster to rule on, distilling down role-play into a single, binary result. While role-playing is still considered to be a factor, generation of success or failure determines the outcome. Social Class and the Character’s Order & Chaos Ranks influence the Difficulty Rating. </p><p></p><p></p><p>COMPLEX EXCHANGE </p><p>Complex exchanges are reserved for specific interactions which require delicate wording, subtle threats and honeyed words to persuade another non-player Character to consider and approve of something they’d normally not agree to do. Before complex exchanges occur, all participants in Social Intrigue discuss above board what their objectives are and what’s at risk. Once determined, each player selects one Skill to use – otherwise known as a Social Tactic – which will drive both the role-playing they employ and how it influences the emotions of the non-player Character they interact with. In this system, they make Social Tactics check before in depth role-playing begins. As before, Social Class, along with Order & Chaos Ranks, determine the Difficulty Rating. </p><p></p><p></p><p>The results of these rolls determine emotions, otherwise called Temperaments, that the Gamemaster writes down to help guide them on how to role-play the non-player Character the players are interacting with. Success and failure matter; one can generate favorable Temperaments, whereas the other can generate unfavorable ones. Once these Temperaments are generated, the Gamemaster references them throughout the interaction to determine how the non-player Characters interact with the players in return. </p><p></p><p></p><p><a href="http://grimandperilous.com/?p=817" target="_blank">Download the Social Intrigue entry from the Game Master chapter here</a>, and tell us what you think over <a href="http://forum.strike-to-stun.net/viewtopic.php?t=5602" target="_blank">at our web forum at Strike to Stun</a>.</p></blockquote><p></p>
[QUOTE="Daniel D. Fox, post: 6806535, member: 55033"] Social intrigue systems in RPG seem to have a love it or hate it relationship: either Gamemasters love the complexity of the system or dislike its use (Forge-based RPGs). Universally, players and Gamemasters alike tend to take umbrage at systems which focus solely on “skill rolls” over role-playing to determine success. A few even employ social combat, albeit intensely mechanical in nature (Honor and Intrigue, Song of Ice and Fire). Many tabletop role-playing games don’t even have social skills (early editions of D&D), instead leaning on player’s ability to influence non-player Characters through role- play to get the job done. Some games, like Pathfinder, distill social interaction down to a handful of dice rolls, without giving players much agency or allowing role-playing to augment their chances of success. Heck – some systems actively discourage third person role-playing all together! While we certainly see a place for these approaches, here at [URL="http://warhammerfantasyroleplay.com"]ZWEIHÄNDER Grim & Perilous RPG[/URL], we think we found a great middle ground. We encourage role-play above all, with Skills augmenting the conversation yet not ultimately determine success or failure. Both first and third person role-playing is supported, and rewarded. In our optional Social Intrigue system, there are two simple approaches a Gamemaster can take: SIMPLE EXCHANGE This is whenever Social Intrigue warrants an expedient answer through use of a Skill. This is the most common type of Social Intrigue in [URL="http://grimandperilous.com"]ZWEIHÄNDER[/URL]. For instance, either the player gets the lowest price possible for a piece of equipment using Bargain, manage to Charm a doorman to let them into an exclusive tavern or even Intimidate to scare off onlookers upon a scene of a crime in a crowded marketplace. These sort of Skill Tests are very simple for the Gamemaster to rule on, distilling down role-play into a single, binary result. While role-playing is still considered to be a factor, generation of success or failure determines the outcome. Social Class and the Character’s Order & Chaos Ranks influence the Difficulty Rating. COMPLEX EXCHANGE Complex exchanges are reserved for specific interactions which require delicate wording, subtle threats and honeyed words to persuade another non-player Character to consider and approve of something they’d normally not agree to do. Before complex exchanges occur, all participants in Social Intrigue discuss above board what their objectives are and what’s at risk. Once determined, each player selects one Skill to use – otherwise known as a Social Tactic – which will drive both the role-playing they employ and how it influences the emotions of the non-player Character they interact with. In this system, they make Social Tactics check before in depth role-playing begins. As before, Social Class, along with Order & Chaos Ranks, determine the Difficulty Rating. The results of these rolls determine emotions, otherwise called Temperaments, that the Gamemaster writes down to help guide them on how to role-play the non-player Character the players are interacting with. Success and failure matter; one can generate favorable Temperaments, whereas the other can generate unfavorable ones. Once these Temperaments are generated, the Gamemaster references them throughout the interaction to determine how the non-player Characters interact with the players in return. [URL="http://grimandperilous.com/?p=817"]Download the Social Intrigue entry from the Game Master chapter here[/URL], and tell us what you think over [URL="http://forum.strike-to-stun.net/viewtopic.php?t=5602"]at our web forum at Strike to Stun[/URL]. [/QUOTE]
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