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open:mechanics:core:languages [2013/10/23 19:05]
darth_tigger
open:mechanics:core:languages [2013/11/06 13:45] (current)
darth_tigger
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 There are two ways for a character to exhibit their personality in role playing games: through actions and through words. Much of this book covers rules about actions but this section focuses on their words. How important this is to your game will depend on the players and their style of play.  There are two ways for a character to exhibit their personality in role playing games: through actions and through words. Much of this book covers rules about actions but this section focuses on their words. How important this is to your game will depend on the players and their style of play. 
  
-Some groups focus on combat or exploration and turn social activities into just another chance to use their dice. To other groups character interaction is vital but they have little need for rules to govern it. Instead these players rely on their own abilities to express their characters'​ thoughts. Other groups find a midway point, switching ​between  ​dice and rules to characterisation and free-form gaming as they need.  ​+Some groups focus on combat or exploration and turn social activities into just another chance to use their dice. To other groups character interaction is vital but they have little need for rules to govern it. Instead these players rely on their own abilities to express their characters'​ thoughts. Other groups find a midway point, switching ​from dice and rules to characterisation and free-form gaming as they need.  ​
  
 <block d4-f6 :​open:​mechanics:​core:​missturner-2508248179.png>​ <block d4-f6 :​open:​mechanics:​core:​missturner-2508248179.png>​
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 For any social encounter to be successful, the parties must be able to communicate easily. Background noise or radio interference reduces the ease of communication and increases resistance to the action. Forms of communication that are text- or voice-only make communication harder by cutting out many of the subtleties of face-to-face meetings. Any communication which is more difficult than a one-to-one chat in a quiet venue should attract situation bonuses. For any social encounter to be successful, the parties must be able to communicate easily. Background noise or radio interference reduces the ease of communication and increases resistance to the action. Forms of communication that are text- or voice-only make communication harder by cutting out many of the subtleties of face-to-face meetings. Any communication which is more difficult than a one-to-one chat in a quiet venue should attract situation bonuses.
  
-Communication requires a common language between both parties and the lack of a shared tongue will add situation bonuses. What languages a character speaks is a narrative detail left to the player to decide. Characters with specific language advantages have a particular knowledge of that tongue and can use it in social situations. It is assumed in multicultural communities there is a lingua franca that everyone can speak well enough for day-to-day living. To communicate very basic ideas mime may be sufficient. Game Leaders should not unduly add situation bonuses for language barriers, reserving them for when there is a real gap in the parties'​ language, culture and biology which leaves little common ground to start a dialogue.+Communication requires a common language between both parties and the lack of a shared tongue will add situation bonuses. What languages a character speaks is a narrative detail left to the player to decide. Characters with specific language advantages have a particular knowledge of that tongue and can use it in social situations. It is assumed in multicultural communities there is a lingua franca that everyone can speak well enough for day-to-day living. To communicate very basic ideas mime may be sufficient. Game Leaders should not unduly add situation bonuses for language barriers, reserving them for when there is a real gap in the parties'​ language, culture and biology which leaves little common ground to start a dialogue ​with.
  
 All forms of social encounters last one scene by default. This gives the two sides a chance to assess each other and effectively communicate. It is not generally possible to gain situation bonuses by adjusting this <apdx ref="​open:​mechanics:​rulecards:​timescale">​time scale</​apdx>​ as it benefits both parties equally. The other party in the conversation may also not wish to change the time scale. All forms of social encounters last one scene by default. This gives the two sides a chance to assess each other and effectively communicate. It is not generally possible to gain situation bonuses by adjusting this <apdx ref="​open:​mechanics:​rulecards:​timescale">​time scale</​apdx>​ as it benefits both parties equally. The other party in the conversation may also not wish to change the time scale.
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 == Targeting Characters == == Targeting Characters ==
  
-One problematic area of social interaction ​are occasions when non-player characters use their skills on the player characters. Here the players'​ natural desire to control the actions and destiny of their characters come into conflict with the result of dice rolls. This problem is magnified when one character is attempting to use their advantages, potential and dice to control or influence another player'​s character. ​ A principle of the 6d6 RPG is players are in control of their characters'​ storyline and that everyone in the group cooperates to shape the game's overall narrative. Players and the Game Leader should step out of character and talk about where the story is going and the consequences of attempts to influence a character. Players who are confident they are in charge of their character'​s ultimate storyline are players who are confident enough to role play situations where they lose some short-term control. Dice rolls can be used be as a guide but no character should be forced to change their actions, beliefs or personality without the player'​s consent.+One problematic area of social interaction ​is occasions when non-player characters use their skills on the player characters. Here the players'​ natural desire to control the actions and destiny of their characters come into conflict with the result of dice rolls. This problem is magnified when one character is attempting to use their advantages, potential and dice to control or influence another player'​s character. ​ A principle of the 6d6 RPG is that players are in control of their characters'​ storyline and that everyone in the group cooperates to shape the game's overall narrative. Players and the Game Leader should step out of character and talk about where the story is going and the consequences of attempts to influence a character. Players who are confident they are in charge of their character'​s ultimate storyline are players who are confident enough to role play situations where they lose some short-term control. Dice rolls can be used be as a guide but no character should be forced to change their actions, beliefs or personality without the player'​s consent.
  
  
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-Social advantages with the <apdx ref="​open:​mechanics:​rulecards:​statuskeyword">​Status or Status (Specify) keyword</​apdx>​ allow characters to place <apdx ref="​open:​mechanics:​rulecards:​statuseffect">​status effects</​apdx>​ on targets, such as Enraged or Baffled. Not all creatures may be susceptible to all effects (can a robot be enraged?) but groups are encouraged to allow a fair amount of latitude in their use. Intimidating a zombie is no more unlikely or unrealistic than hurting a stone golem with a sword. Positive, morale-boosting ​effects ​status ​effect ​can also be placed on allies. Using social status effects in combat is no different from any other form of status effect (see [[open:​mechanics:​core:​effectsresistance|Effects]]),​ and they last for one scene unless either the advantage specifies an alternative duration, e.g. Status (Round), or the character adjusts the time scale with the appropriate situation bonuses. ​+Social advantages with the <apdx ref="​open:​mechanics:​rulecards:​statuskeyword">​Status or Status (Specify) keyword</​apdx>​ allow characters to place <apdx ref="​open:​mechanics:​rulecards:​statuseffect">​status effects</​apdx>​ on targets, such as Enraged or Baffled. Not all creatures may be susceptible to all effects (can a robot be enraged?) but groups are encouraged to allow a fair amount of latitude in their use. Intimidating a zombie is no more unlikely or unrealistic than hurting a stone golem with a sword. Positive, morale-boosting status ​effects ​can also be placed on allies. Using social status effects in combat is no different from any other form of status effect (see [[open:​mechanics:​core:​effectsresistance|Effects]]),​ and they last for one scene unless either the advantage specifies an alternative duration, e.g. Status (Round), or the character adjusts the time scale with the appropriate situation bonuses. ​
  
  
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 </​style>​ </​style>​
  
-Magical powers, psionics or technology may allow a character to take direct control of a victim, using them as a puppet. These are <apdx ref="​open:​mechanics:​rulecards:​controleffect">​control effects</​apdx>​ and are short-lived but the victim is completely helpless once they fail the resistance against the original attack. They require the <apdx ref="​open:​mechanics:​rulecards:​controlkeyword">​Control</​apdx>​ keyword and this form of influence is so unnatural, the defender always gains a 1d6+0 situation bonus against the attack. ​+Magical powers, psionics or technology may allow a character to take direct control of a victim, using them as a puppet. These are <apdx ref="​open:​mechanics:​rulecards:​controleffect">​control effects</​apdx>​ and are short-livedbut the victim is completely helpless once they fail the resistance against the original attack. They require the <apdx ref="​open:​mechanics:​rulecards:​controlkeyword">​Control</​apdx>​ keyword and this form of influence is so unnatural, the defender always gains a 1d6+0 situation bonus against the attack. ​
  
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open/mechanics/core/languages.txt ยท Last modified: 2013/11/06 13:45 by darth_tigger
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