Though I ran into the opposite problem in my DELTA GREEN game. My players are all psychologists-in-training, so they have at least average interpersonal skills. After a successful Opera that still resulted in an unnecessary death, the Cell leader was getting mopey, and another player made a big impassioned speech about sacrifices and not letting failures define you and having to carry on. It was awesome.
Of course, her character has low social attributes and the only social skill she has is Lie, so she botched the following roll to determine the success of her speech which left us in kind of a weird spot. That's the downside of using mechanics. :p
Hmm...let's see if I can explain it better. So, the PC is getting shaken down by a thug, and the thug rolls Intimidate, and beats the PC, so the PC gets the Intimidated Condition.
And...that's all the mechanical effect, and then what happens is up to the PC. They can draw steel, but they have a penalty to attack, so it might not be worth it. And if they slink away with their tail between their legs, they get XP, and XP is nice.
It's basically about setting up circumstances such that going along with the results of the dice is attractive in and of itself, so that the player's behavior matches the results of the dice, but not actually constraining the player's behavior at all.
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Date: 2013-Aug-02, Friday 00:24 (UTC)Though I ran into the opposite problem in my DELTA GREEN game. My players are all psychologists-in-training, so they have at least average interpersonal skills. After a successful Opera that still resulted in an unnecessary death, the Cell leader was getting mopey, and another player made a big impassioned speech about sacrifices and not letting failures define you and having to carry on. It was awesome.
Of course, her character has low social attributes and the only social skill she has is Lie, so she botched the following roll to determine the success of her speech which left us in kind of a weird spot. That's the downside of using mechanics. :p
Hmm...let's see if I can explain it better. So, the PC is getting shaken down by a thug, and the thug rolls Intimidate, and beats the PC, so the PC gets the Intimidated Condition.
And...that's all the mechanical effect, and then what happens is up to the PC. They can draw steel, but they have a penalty to attack, so it might not be worth it. And if they slink away with their tail between their legs, they get XP, and XP is nice.
It's basically about setting up circumstances such that going along with the results of the dice is attractive in and of itself, so that the player's behavior matches the results of the dice, but not actually constraining the player's behavior at all.
Does that make more sense?