Post by quixoteles on Mar 10, 2006 11:46:54 GMT -5
I own this game I brought called buring wheel that has really strong rules for social interactions. one of them is called the duel of wits which will stay where it belongs for now. They have something called circle rules.
Every player has circles usually at one or two, most likley at two dice. What circles does is allow a player to create automatic NPC's. It is giving authorship powers to the player to come up with what they need. It has a set of modifiers that go with it based on station, distance, specificity, and time.
Station means how far are you removed from someone's station. A Priest will have a hard time meeting a whore. You don't believe me, then riddle me how priests are always having sex with altar boys and not the street kids that are littering the red light districts, and plenty of them are boys mind you, no excuses.
Distance means how far removed someone is from thier base of power. The wider the scope of influence the more difficult it is to have your will be done. This is why millionaire durg lords are reluctant to move out of the negihboorhoods they supply and grew up in, even though it is a notoriously bad idea to stick around the slums with a million dollar car. Don't crap where you eat my friend.
Specificity is how close do you need it. Do you want to find a "shorty", or do you want to 'get shorty'? Finding exactly the person you are looking for is difficult.
time is broken into three factors: when the GM says you can have it, sometime before the end of the adventure, and right now. each costing more than the last.
Sometimes the difficulty will go up to 9-12 in a game that goes a scale of 1 to 10 dice. This game and that both use that 1-10 structure and I thought that it wold be a good idea to mention it.
According to these rules once you use him you can call on him again same name and everything when ever you want, but you have to connect with them in the first place.
Every player has circles usually at one or two, most likley at two dice. What circles does is allow a player to create automatic NPC's. It is giving authorship powers to the player to come up with what they need. It has a set of modifiers that go with it based on station, distance, specificity, and time.
Station means how far are you removed from someone's station. A Priest will have a hard time meeting a whore. You don't believe me, then riddle me how priests are always having sex with altar boys and not the street kids that are littering the red light districts, and plenty of them are boys mind you, no excuses.
Distance means how far removed someone is from thier base of power. The wider the scope of influence the more difficult it is to have your will be done. This is why millionaire durg lords are reluctant to move out of the negihboorhoods they supply and grew up in, even though it is a notoriously bad idea to stick around the slums with a million dollar car. Don't crap where you eat my friend.
Specificity is how close do you need it. Do you want to find a "shorty", or do you want to 'get shorty'? Finding exactly the person you are looking for is difficult.
time is broken into three factors: when the GM says you can have it, sometime before the end of the adventure, and right now. each costing more than the last.
Sometimes the difficulty will go up to 9-12 in a game that goes a scale of 1 to 10 dice. This game and that both use that 1-10 structure and I thought that it wold be a good idea to mention it.
According to these rules once you use him you can call on him again same name and everything when ever you want, but you have to connect with them in the first place.