Hello comrades I come to you to ask:

What is enjoyable about exploration or social type encounters in TTRPG games you have played?

Do you think there should be more mechanics or less mechanics for how a player engages in the game in those types of encounters?

What is annoying, frustrating, or boring about social or exploration type encounters?

Should there be a mechanical limit (ends after 5 rounds) or should treasure but not xp be gated on a round target (ex: if you complete the encounter in 3 rounds you get treasure, but not if you complete it in 2 or 4+ rounds)?

Thank you.

  • Wmill [he/him]
    cake
    ·
    3 years ago

    Enjoyable moments are anything that helps define my character better. First one I play because of the nature of the stats and my own ineptitude I played a bumbling well meaning character. Guess the good or bad rolls really shaped how I saw my character and changed ideas in my head slowly on who my character is.

    I do feel like while this works recently where I'm playing a smart knowledgeable character I've been feeling not so smart when :d20-ah-fuck: happens. I admit this might be selection bias since I notice the failures more.

    As for treasure idk guess it's really subjective depends more on story reason.

    • quartz242 [she/her]
      hexagon
      ·
      3 years ago

      Thank you, a big theme of this TTRPG is allowing players to really dig deep into the idea of every encounter being a means by which to develop, clarify, and to roleplay their characters. While also maintaining a fail forward dynamic intrinsic to the mechanics of the system. What you describe is something important to resolve for me as I want a person who may not be super sociable, tactical, or quick thinking to be able to utilize mechanics in a way to better roleplay a character that may be very different from who they are.