Quote:
Originally Posted by whswhs
Yeah, I saw people proposing that sort of thing, but I find the whole idea alien. The structure of combat mechanics makes a fair amount of sense to me as a stylization of the process of combat; but I find it hard to imagine why anyone would think that the process of social interaction and persuasion could be stylized in the same way. It seems like using a hammer, not even to drive a screw or tighten a bolt, but to tie a knot. So I don't feel able to offer detailed suggestions for how to do it.
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I think a social conflict minigame that
doesn't resemble combat mechanics might be as or more satisfying. But combat engines come easily to the RPG designer's hand, so...