Monday, April 6, 2020

WthC - Social mechanics

 

I've always planned to include social mechanics into the game. Like rolling to influence others, fast talk, intimidation, things like that. Because to many games have gone the direction of 'roleplay it out' and forget that not every player is an amateur thespian.

So there will likely be three primary stats: Mind, Body and Soul. With various abilities and skills that fall under each one.  Since day one the Social stat has been on my brainstorm sheet. I want it to pretty much work like everything else, the players can tell you what their action is and the GM decide if there is a roll necessary. Because remember everything is rated as if you are doing in under duress so many actions may be seen as automatic successes.  Bribing an underpaid security officers who hates his job into looking the other way? Yeah that's going to happen without a problem. Trying to fast talk your way out of a gang excursion when you have guns pointed at your head? Get ready to roll.

Now of course you can roleplay it out if you want.  There will be some flex room for any GM decisions so they may let you get by something stressful without a roll or give you a bonus die when you do. Again if you can't roleplay very well but come up with a good idea on how to talk your way out of something they may do the same.

This is one of the ways I want to make my system more accessible to as many potential players as possible. Making it where they can act out things if they want but that die roll is there so everybody is on level footing play wise.

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