Folklore vs. Charm

By Necrozius, in WFRP Rules Questions

Question:

Would any of you permit the use of Folklore and Charm (w/ Gossip specialization) to be used interchangeably when PCs are gathering information?

This kind of flexible use for skills is a GOOD thing, I believe. At least, to a limit.

But to what limit?

Its up to you but I don't really see it.

To me folklore is the stories handed down from grampa and grandma—not the same kind of things that is gossiped about (i.e. who is doing what to whom).

But thats just me ... lets see what others think.

This is similar to my use:

Folklore = common knowledge, urban legends of Altdorf, fairy tales, knowledge of who-is-who
Charm = ability to influence people by ... well ... charm.

I'd allow for the same information to be obratined by either skill use in following example.

The Mayor of Dungobungo is a drunk.
You can roll folklore to recall this information (you knew this before)
or
You can dig for gossips in local bar with charm roll and role-play (it should be role-play and charm roll)

This is how I understand these skills.

Have fun!

Yep, I'll agree with the others. Folklore is more of a knowledge skill, than an interaction skill. At best, I might allow being trained in Folklore to provide an additional fortune die (per training) to a charm/intimidate/guile check if the PC explains how they want to use their knowledge of X (folklore) to help their argument/position.

Ah I see. Somehow I was under the impression that Folklore was also used for gathering information. Oops.

Necrozius said:

Ah I see. Somehow I was under the impression that Folklore was also used for gathering information. Oops.

Folklore is what your character know... it might be what he recalls, it might aslo be, why not , what he would obtains with some light research in town (not library because you have to acquire Education to be able to read), hanging around, talking to people on the market... It may authorize you to skip some RP scenes and gain some time in your session.