I was watching Trap Theory II: RP Mode again, and although the concept of RP-in-turn seems like a winner, the video falls short of explaining how to evaluate the situation after the timer runs out. The example of the princess goes:
- Players RP in turn.
- Timer runs down.
- When the timer runs out, nothing the players have said or done makes a difference. The princess explaining her surprise decision is the “trap”, but there’s nothing to fight and nothing to save against until that moment.
Several suggestions here boil down to “roll for hearts and effort”, but that bypasses the actual role-playing that I and my players want to do. Nobody has to be Shakespeare, but a couple of sentences, either in first person or third (like, “Olaf reminds the queen that the Count never held up his end of the bargain”) will do. Something to indicate that the PCs are actually talking about something.
I do have a method in my OSR game, however: I don’t mean to plug his product, necessarily, but Courtney Campbell’s On the Non Player Character details a method of evaluating social actions and their results based on original D&D’s 2d6 reaction roll. The method is, roughly:
- Roll 2d6, modified by CHA and optional “stance” (Neutral, Hostile, Friendly, or Obsequious). Higher is better.
- Based on the roll, the NPC has an initial reaction level (Attack, Hostile, Neutral, Friendly, or Helpful), and a number of actions to let the PCs engage and try to better their disposition. So if, e.g., the players roll a 7 for an NPC Captain of the Guard, said Captain’s disposition is Neutral, and they have 7 actions to try to make it better. (You can see the analogy with timers, I’m sure.)
- PCs select from a list of a couple of dozen social actions, like Bluff, Gamble, Demand, Trade, or Threaten, among others. Each action has a target number, a benefit for success, and a penalty for faiure. They may move the reaction level up or down, grant extra time, or give a bonus to a future roll, for instance.
- Players roll for success, and the GM applies the bonus or penalty for success or failure, until the timer runs down.
- The GM evaluates the NPC’s reaction level at this point, and acts accordingly. (Ideally, the NPC notes have a list of reactions for each level of disposition.)
The reason this isn’t just “roll for hearts and effort” is that the GM has decided (beforehand, or in the moment) that some tactics will fail and some will succeed regardless of die roll, and some may short-circuit the countdown (either the NPC agrees to the PC’s position, or they have offended him/her so badly, civil discussion can’t go on). The GM should give clues about what these may be while playing out the NPC’s reactions. For example, a steadfast Captain of the Guard would be offended if the PCs tried to offer him a “Gift” while on duty, but a good Joke will always ease his temper.
I have used this at the table in my own OSR game, and it does provide a useful framework for RP when I need it. Now I’m trying to figure out how I would convert this to ICRPG (such as how many hearts the 2-12 scale would represent).
Has anyone else here used a method like this in ICRPG (or D&D, for that matter)? How did it work out for you?