The Mechanics of Socialization
Role-to-Roll Play
When players make a Social action, the things they say or do may affect the roll by appealing to an Interest or Aversion. In light of this, they should roleplay the action before making any rolls. The World Builder must exercise their own judgement on what Interests or Aversions they appeal to, what seems reasonable, and what is dismissed out of hand.
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Turns and Time
In a social encounter, players are usually not all talking at the same time to the same NPC. As such, time advances with every Focused Action that players take on the same subject, rather than after every round. If multiple NPCs are available to speak with, then using a Focused Action on different subjects in the same round does not advance time.
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Topics, Interest and Aversion
All NPCs have Topics they react to differently. They may be any number of things, such as fears, professions, activities, knowledge, or values. These are recorded as Interests and Aversions. Appealing to an Interest confers a +2 Roll Modifier to the roll, while appealing to an Aversion confers a -2 Roll Modifier.
Note that an Interest is not necessarily something positive, nor is an Aversion necessarily something negative. They merely describe the level of motivation an NPC feels in regard to the Topic.
Generally, Topics come in 4 broad categories, and an NPC usually has 1 Interest and 1 Aversion from each category. Examples are as follows.
Values
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Reason
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Honesty
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Wealth
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Knowledge
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Hobbies
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Music
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Archery
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Art
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Games
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Professions
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Farming
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Fishing
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Woodworking
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Baking
Obligations
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Family
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Job
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Guild
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Friends
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Affinity and Enmity
Much like crytures, NPCs track Affinity and Enmity in the same way, although the ways they gain them may differ.
Increasing Affinity
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Completing a quest
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Succeeding at an Influence Encounter
Increasing Enmity
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Assault
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Breaking a deal
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Hurting a friend
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Stealing
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Trespassing
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Threats
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Hostility and Disposition
Hostility is also a factor in social encounters, which tracks the immediate disposition of the NPC. Hostility ranges from 1-10, with 1 being friendly, and 10 being overtly hostile and combative. Disposition is the overall perception of you that an NPC has, and is equal to Hostility + Enmity. It is used to determine the Difficulty of social Talent checks.
Increasing Hostility
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Insulting the NPC
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Being caught in a lie
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Wasting time
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Rude behavior
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Patience
Patience determines how much time the other party is willing to give you in a social encounter. Typically, Patience begins at 3 + Affinity - Enmity. Failing at certain actions will make the other party feel like their time is being wasted, resulting in a loss of Patience. When Patience reaches 0, the encounter ends in failure.
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Common Actions
The following actions can be used in any social encounter.
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Analyze
You take a moment to size up the other party.
Type: Awareness
Passive Action
Roll: Sense + Observation or Inquiry vs Disposition
Success: You learn one Interest or Aversion of the subject per success.
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Small Talk
You casually chat to find out what interests the other party.
Type: Social
Focused Action
Roll: Sense + Inquiry vs Disposition
Success: You learn one Interest or Aversion of the subject per success.
Failure: The subject loses 1 Patience.
Ingratiate
You flatter the subject or talk about a shared interest.
Type: Social
Focused Action
Roll: Intellect + Persuasion vs Disposition
Success: You reduce the subject's Hostility by 1.
Failure: The subject loses 1 Patience.
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