Oct 19, 2018, 1:39 PM

This whole discussion is about how/if to incorporate social skills into a mush where the system being used heavily relies upon them.

Using or adapting the system that has already been written to help with this, and reflects a player's desire for agency but also the risk that comes from playing a dice-rolling game seems like a no brainer.

I actually don't think there are really super understandable reasons for being knee jerk resistant to this idea of doing this, IF you want to play on a game that is not full consent. Hell even if you ENJOY full consent (as I have very much so) you still need to talk/negotiate with the other player. And if you never want to talk to another person, then why complain about the dice compelling you to just give in?

We are discussing this because of the nature of WoD themes and storylines being not so black and white, because theres a lot of flexibility in what the skills can do (by design), and because there are a lot of misunderstandings that crop up because of that.

Being willing to discuss/roll/resolve is already in the system. You can customize the bells and whistles so that it is less overwhelming for people who dont handle newness well.

And yeah, maybe I just has shitty GMs in my tt experience but I have indeed told them I wanted to sneak past a guard, gotten info about the set up of the area, then used that info to make my pitch, rolled, and resolved. It made it fun and I got to be creative, esp if it was a super hard situation. I'm hard pressed to think of any tt session, from high school D&D to present where I didn't discuss things with my GM, and where I didn't reap rewards for doing so.