Recharge in Social Scenes

By RARodger, in WFRP Gamemasters

I’m still battling with Rally Steps and Encounter/Social and the like. But I had an idea about how to hand social encounters and wondered what the rest of you thought.

There are scenes where dice rolling is important, but initiative is not. In many of these scenes it makes sense for one character to even take multiple actions in a row before another character has reason to act. What if in these scenes a character removes tracking tokens from cards after he takes an action, whenever he takes an action? This would mean that the non-social character who uses his one intimidation card and then doesn’t do much won’t get to use it again for quite a while. But then it might encourage him to find something else to do to help the recharge go.

I don’t know. I think this might boil down to ‘stop thinking about it.’ What do you think?

In that situation, I simply say a round passed and the characters not acting did nothing, so recharge takes place, I usually put some pressure on so doing nothing is not good ideas.