Today, I was reading an interesting post at The Forge www.indie-rpgs.com/forum/index.php about social encounters www.indie-rpgs.com/forum/index.php.
Someone posted some basic goals for social encounter system design which I really liked :
Social System Goals:
1. Balanced – must not destroy the campaign world, or ability to tell good stories.
2. Meaningful choice – should involve some kind of strategy and depth, not just “roll a single dice and that’s the outcome”.
3. Player and Character Ability – The system should take into account both player choice as well as character ability. This applies to NPCs as well.
4. Inclusive – should involve all players, not just those whose characters are good in social situations.
5. Realistic – Social ability shouldn’t be mind control. It should take into account the personality of the character.
6. Concurrency – The roleplaying and system mechanics should work together, not supercede each other.
7. Fun – The social system must be fun.
I would also add that it have to be non-binary. It's shouldn't be : you failed, you don't convice the lord to help you, you succedded he helps you, but more like how much help can you get from him.
So, haven't had the chance to start my first WHFRP3 game yet, I was wondering how your social encounters worked out so far, how have you make them interesting, is it possible to have something that respect those 7 rules (mostly, at the least), etc.
I want to hear you out, please!
