Another mechanic from the Walking Shadows Campaign, designed by the ever-talented Isabella. Basically, we don't use the GMC Social System (never really clicked for us), but we did feel there was room for improvement with the social skills. So, this ended up turning into a quite heavy revision of all seven main social skills (sorry Animal Ken), driven by the following guidelines:
<> Every Social Skill is useful. Practically speaking, Empathy, Persuasion, and Subterfuge have always been extremely used in the campaign, Expression and Intimidation show up periodically, and Socialize and Streetwise have never, ever appeared. So the idea is to even things out some.
<> Concrete effects. Social skills do specific, precise things. You know what you get for each success.
<> No Mind Reading, no Mind Control. Empathy does not let you know what the other person is thinking, Persuasion doesn't force the NPC to do something.
These are still beta, but we're testing them in my campaign to generally positive effect so far, though Isabella thinks there's room for improvement. Let us know what you think!
Perception and Knowledge Rolls: A number of these social skills also have functions when used in tandem with Wits or Intelligence. Wits rolls are considered Perception rolls, and Intelligence rolls are considered Knowledge rolls. A character may roll a specific Perception check once per current situation; they must then accept that result until the situation changes enough for a new Perception roll to become relevant. A character may roll a specific Knowledge check once per topic; they must then accept that result until new information becomes available or the adventure otherwise concludes.
Note: The Storyteller is encouraged to answer all Perception and Knowledge questions fully, but only within the confines of the question. For example, a player who asks if there is something unusual about another character's actions should not receive a simple "Yes", but should be told what precise behavior seems unusual - however, the Storyteller should not answer what could be causing it, as this is the answer to a different question.
<> Every Social Skill is useful. Practically speaking, Empathy, Persuasion, and Subterfuge have always been extremely used in the campaign, Expression and Intimidation show up periodically, and Socialize and Streetwise have never, ever appeared. So the idea is to even things out some.
<> Concrete effects. Social skills do specific, precise things. You know what you get for each success.
<> No Mind Reading, no Mind Control. Empathy does not let you know what the other person is thinking, Persuasion doesn't force the NPC to do something.
These are still beta, but we're testing them in my campaign to generally positive effect so far, though Isabella thinks there's room for improvement. Let us know what you think!
Perception and Knowledge Rolls: A number of these social skills also have functions when used in tandem with Wits or Intelligence. Wits rolls are considered Perception rolls, and Intelligence rolls are considered Knowledge rolls. A character may roll a specific Perception check once per current situation; they must then accept that result until the situation changes enough for a new Perception roll to become relevant. A character may roll a specific Knowledge check once per topic; they must then accept that result until new information becomes available or the adventure otherwise concludes.
Note: The Storyteller is encouraged to answer all Perception and Knowledge questions fully, but only within the confines of the question. For example, a player who asks if there is something unusual about another character's actions should not receive a simple "Yes", but should be told what precise behavior seems unusual - however, the Storyteller should not answer what could be causing it, as this is the answer to a different question.
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