Started by Abkajud, November 18, 2011, 08:32:25 PM
QuoteI, on the other hand, had already made my mind up about the situation and it didn't occur to me that the outcome could be in doubt. More importantly, it didn't occur to me that Anna might have been trying to Say Something through her character, in this scene.
Quote from: Abkajud on November 21, 2011, 01:29:08 AMSteve,What do you feel like this approach to social interaction brings to your game?
Quote from: Abkajud on November 20, 2011, 04:20:30 PMActually... here's a thought: when you and your friends sit down to play Narrativistically, every single toy you put inside the Play Circle can be picked up and played with or used by anybody. If any toys are off limits, that's breaking the rules of the game.
Quote from: Abkajud on November 21, 2011, 10:55:45 AMI guess what I'm trying to ask is, what do you dislike about social skills as blunt weapons? I think your idea sounds intriguing; it definitely could be used to give social interaction mechanics a strong "foundation" in the fiction (and thus preventing, say, an Intimidate roll from feeling flat or hollow).How do you feel about Apocalypse World in this regard? In my experience, asking a player to describe what they'll give if they get X is a good way to ground "Seduce or Manipulate". For that matter, if a PC pulls out a gun and points it at someone, I ask them, "So, what do you want them to do? Are you gonna pull the trigger if they don't comply?" This way, the whole process gets unearthed. Is that the *kind* of thing that you're after? (Pursue it in your own way, mechanically, of course! I'm not trying to discourage you from developing your own idea)