06-24-2018, 01:52 AM | #11 |
Join Date: Jul 2005
Location: Geelong, Australia
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Re: Social Conflicts
Sorry maybe my assessment sounded a bit harsh.
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06-24-2018, 02:02 AM | #12 |
Join Date: May 2018
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Re: Social Conflicts
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06-24-2018, 11:59 AM | #13 | |
Join Date: Nov 2010
Location: Arizona
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Re: Social Conflicts
Quote:
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06-24-2018, 02:54 PM | #14 | |
Join Date: May 2018
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Re: Social Conflicts
Quote:
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06-24-2018, 05:03 PM | #15 |
Join Date: Nov 2010
Location: Arizona
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Re: Social Conflicts
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06-24-2018, 05:24 PM | #16 | |
Join Date: May 2018
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Re: Social Conflicts
Quote:
To clarify a bit more: I think an out-of-dungeon framework for TFT would be fantastic. Last edited by zot; 06-24-2018 at 05:25 PM. Reason: clarification |
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06-25-2018, 10:07 AM | #17 |
Join Date: Nov 2010
Location: Arizona
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Re: Social Conflicts
No, I know you meant that -- I was thinking more in terms of buying it for an examination of the rules and cards to see if I could do better for myself. I can always sell the game on Amazon (at a loss) afterwards.
I'm interested in ideas for the framework, not necessarily that particular framework, if you follow my thought train here... |
06-25-2018, 10:28 PM | #18 | |
Join Date: Sep 2005
Location: Arizona
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Re: Social Conflicts
There is no Talents for Persuation, only the only the players ability to sway the GM and not all players are good at that; so a bigger Reaction table wouldn't hurt. 2d or 3d instead of 1d. With a bigger range, a +3 for talents and good role playing wouldn't scew the results and it would all for more modifiers overall.
Also increase the overall scope of some of the interaction talents or increase the number. One example id Diplomacy. Quote:
__________________
So you've got the tiger by the tail. Now what? |
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06-26-2018, 04:50 AM | #19 | |
Join Date: May 2018
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Re: Social Conflicts
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The rules themselves really aren't very large -- they'd probably fit on the front and back of an index card. |
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06-26-2018, 01:28 PM | #20 |
Join Date: Nov 2010
Location: Arizona
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Re: Social Conflicts
Well, the social interaction rules in ITL were always a bit on the vague side. I assumed that was because the players were expected to role-play the situation; but I honestly think that having a bit more structure would make role-playing easier for everyone, especially the GM, who can thus avoid falling into the trap of always having NPCs react in similar fashions...
You could think of it as a "cue" for your acting improv, rather than as "roll-playing." |
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