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* Attitudes and Interaction Tests
* Josh addresses social mechanics and roleplaying.
* Some Disciplines are socially oriented and should leverage the social system.
* History lesson about reaction rolls and morale in past games and shifts in design.
* Attitudes and social rules can help reduce the GM’s workload.
* Attitudes range from Awestruck to Enemy.
* Intended mainly for PC to GMC interactions.
* Published adventures as a template or example of using game systems in play.
* Making an Impression tests
* Cautionary advice about not punishing characters for things you encourage them to do.
* Deceit: Exaggeration, Fabrication, Half-Truths
* Insight: The counterpart to Deceit
* Lean more on letting players roll the appropriate test for their characters and fewer contested rolls unless the stakes are appropriate.
* Intimidation
* Use Interaction tests to inform role play and vice versa.
* Look at the example of play on pages 152-153 of the GM Guide.
* Favors
* Use favor level as guideline for achieving objectives in social interactions.
* Economy of favors to count as automatic or extra success when players do something for a GMC.
* Followers: Building a long-term relationship with an NPC.
* Actually called “Supporters” and in First Edition Earthdawn Companion starting on page 125.
* Attitudes, Interaction Tests, and Favors are NOT mind control.
* Example from a problem brought up in the FASA Discord.
* Long-term relationships are built on reciprocal favors and positive interactions.
* Gamemasters should keep track of GMC Attitudes and Favor status as ongoing grist for the campaign story mill.
* Interaction tests with creatures and animals.
* Animal companions are more than a “special power” to activate when you need it.
* Animal Bond versus Dominate Beast.
* Interaction tests with spirits.
* Integrating Attitudes and Interactions more deeply into summoning.
* Interaction tests with Horrors.
* Generally a bad idea. That is how they get their hooks into you.
* Unfriendly AT BEST and unlikely to be improved with magic.
* Room for both mechanics and free-form role-play in social scenes.
Find and Follow:
Email: [email protected]
YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
FASA Games on Facebook: https://www.facebook.com/fasagamesinc
FASA Games Discord Channel: https://discord.gg/uuVwS9u
Earthdawn Guild Facebook Group: https://www.facebook.com/groups/earthdawnguild
Earthdawn West Marches: https://discord.gg/hhHDtXW
4.8
1616 ratings
* Attitudes and Interaction Tests
* Josh addresses social mechanics and roleplaying.
* Some Disciplines are socially oriented and should leverage the social system.
* History lesson about reaction rolls and morale in past games and shifts in design.
* Attitudes and social rules can help reduce the GM’s workload.
* Attitudes range from Awestruck to Enemy.
* Intended mainly for PC to GMC interactions.
* Published adventures as a template or example of using game systems in play.
* Making an Impression tests
* Cautionary advice about not punishing characters for things you encourage them to do.
* Deceit: Exaggeration, Fabrication, Half-Truths
* Insight: The counterpart to Deceit
* Lean more on letting players roll the appropriate test for their characters and fewer contested rolls unless the stakes are appropriate.
* Intimidation
* Use Interaction tests to inform role play and vice versa.
* Look at the example of play on pages 152-153 of the GM Guide.
* Favors
* Use favor level as guideline for achieving objectives in social interactions.
* Economy of favors to count as automatic or extra success when players do something for a GMC.
* Followers: Building a long-term relationship with an NPC.
* Actually called “Supporters” and in First Edition Earthdawn Companion starting on page 125.
* Attitudes, Interaction Tests, and Favors are NOT mind control.
* Example from a problem brought up in the FASA Discord.
* Long-term relationships are built on reciprocal favors and positive interactions.
* Gamemasters should keep track of GMC Attitudes and Favor status as ongoing grist for the campaign story mill.
* Interaction tests with creatures and animals.
* Animal companions are more than a “special power” to activate when you need it.
* Animal Bond versus Dominate Beast.
* Interaction tests with spirits.
* Integrating Attitudes and Interactions more deeply into summoning.
* Interaction tests with Horrors.
* Generally a bad idea. That is how they get their hooks into you.
* Unfriendly AT BEST and unlikely to be improved with magic.
* Room for both mechanics and free-form role-play in social scenes.
Find and Follow:
Email: [email protected]
YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g
Twitter: @EDSGPodcast
Josh on Twitter: @LoreMerchant
Dan on Twitter: @boice_voice
Get product information, developer blogs, and more at www.fasagames.com
FASA Games on Facebook: https://www.facebook.com/fasagamesinc
FASA Games Discord Channel: https://discord.gg/uuVwS9u
Earthdawn Guild Facebook Group: https://www.facebook.com/groups/earthdawnguild
Earthdawn West Marches: https://discord.gg/hhHDtXW
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