Hi.

Hi.

Hi. How are social interactions handled? If one PC wants to convince another, or an NPC? The grizzled police detective doesn’t take me seriously. How do I get him to understand the threat a villain poses?

Combat seems a bit much. Defy danger, too vague. How do the EiCs here do it?

I’m coming have played a lot of apocalypse-powered games, most of which have a Persuade or Manipulate move.

4 thoughts on “Hi.”

  1. After some playtesting and feedback we ended up taking out the social move we had because we found that Defy Danger or Seize Control was enough for most people when it came to mechanics.

    If you’ve got an NPC you’ve presumably got motivations for them, or can decide what kind of character they are when necessary. Most of the time, it’s usually a question of imminent danger is in the equation because that’s why you’re interacting with this NPC at all.

    If there’s no danger and nothing at stake, and this is a random that hasn’t been in the story yet I usually go off the character’s Bonds with The City or Law Enforcement, as the case might be as an indication for how willing to listen and trusting they are.

    There are also a bunch of social interaction moves already in the game, but mostly under Drive Books if memory serves, as the heroes usually have to work towards earning trust in some way, either by building up Bonds, or by advancing their character via stuff they’ve done in their story that portrays and supports the idea that they can command attention and what not in social situations. Hope that helps!

  2. I haven’t played yet, just prepping for our 1st game, but I plan to use the combat rules for social situations too – conditions should work great for that. Like complications in MHRP/Cortex+, etc. Need to convince someone of something small/easy? Then a minor condition is all you need, but if you take “harm” too they want something in exchange, etc.

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