rumtap wrote:
The debate around the Knave was one of role-play v roll-play. Shouldn’t a player have to act the part of talking their way out of a situation rather than rolling a die? Well consider a player who has to make a strength test, they don’t need to actually be physically strong and lift something to pass, so shouldn’t the same option apply here? I think it’s fair enough to say yes but if others don’t the rules are optional
This is a big thing for me. In RPGs, characteristics like Looks and Int (and their equivalents in other games) tend to get substituted for the player's scores (and consequently tend to be dump stats in a lot of games). Assuming you want role-play over roll-play, I see two main approaches (there are others, but I'll stick to these two for simple contrast):
- The GM rolls the outcome of the social encounter in secret and kicks off the social scene, playing the part of the NPC in accordance with thh result of the roll. The player hasn't seen the roll, so must gauge the result from the NPCs reaction. If the roll is close, the GM might allow the player's arguments to sway the result one way or the other (maybe the roll was close in the player's favour, but the player gives up before the GM plays out the eventual 'win', meaning he actually 'loses'). However, the player's role-playing actions may have no bearing on the outcome of the encounter, just as with combat or spellcasting, which could frustrate players. This approach favours players with lower social skills than their characters.
- Alternatively, play out the social interaction first, and then roll dice, applying whatever modifier the GM feels appropriate based on the arguments the player was able to come up with. I prefer this approach - the player can always default back to their character's social skills, but gives them an opportunity for their creativity to affect the outcome, much as if the player cleverly uses terrain or other scene dressing in combat, for example.
In more complicated social interactions, you can actually play them like combats - going various rounds until someone wins (whatever that means for the situation - the guard relinquishes the keys, the bureaucrat signs a form, the barmaid agrees to 'go upstairs' with the barbarian, etc.). This can actually be a great way to rebalance the focus of play away from combat (we all know how much of a time-sink combat can be in RPGs, and DW is no exception, which can result in non-combat orientated players feeling less involved - especially if their moment to shine in an adventure is over in a single die roll!)