Ladino's Rogue Thoughts

Adjudicating Social Requests: a tool, and how I use it

Here's a quick tool for adjudicating certain NPC interactions that I built a while ago.

It assumes that one or more PCs want something from a (group of) NPC(s), which might be favors or things, but also simply information, affection, validation, attention, etc. We call this the PC’s request.


NPC reactions to the PC's request, in (roughly) decreasing order of severity:

External complications to the interaction:


So how do I use this tool?

Maybe reading through the lists above make it immediately obvious to you how and when you could use this to run a game. But if you have no idea why I went to the trouble to build this list, and how I could use it to run a game, allow me to quickly explain.

I'm not going to tell you the way I use this tool with the expectation that you use it like I do. It is just an example, and any way you can conceive of to use this framework is right. Obviously not using it at all is also fine: chances are you've been doing it throughout all of your RPG career, right?

So. The way I use this tool was just to write it, and occasionally read through it again.

That's it. That's all I do with it.

I wrote it because it was too easy for me to think of social interactions where PCs ask something of NPCs as a binary set of possibilities: they either get what they want, or they don't.

Reading through the list, it is hopefully clear that these are not the only options. Is it worth it to get some version of what you're asking the NPC for if it means straining your relationship with them? Can the NPC only meet the PC's request halfway? What if there is someone listening in to the conversation? These are considerations that open the possibility space of the situation beyond simple success or failure.

I could occasionally come up with some of these "more complex" consequences to a social request before I made this tool, but only if something I already knew about the situation strongly pushed me to the conclusion that it would be the natural response for the NPC. As a default, though, it was always "they say yes" or "they say no", just because that was the basic framework I had in my mind. Pass or fail.

Likewise, the external complications are things I can take into account when making rulings, but that were hard for me to use in improv before I took the time to consider them as possibilities. Each one individually doesn't apply to most situations, but when they do apply, it is nice to keep that in mind as an additional point of tension to throw at the players.

Realizing that the results of any given action the PCs try don't have to be exclusively understood in a binary way is nothing new. But if I didn't make the effort to think through what some of the actual breadth of possibilities were, it'd be hard for me to come up with these options more consistently during the game.

So I wrote this down to explore and expand every option I could think of for dealing with this kind of situation, in a bit of dedicated creative effort toward seeing more possibilities of how these social interactions might go clearly laid out. This made all of these options clearer in my mind, making them more likely to pop up as an idea when I'm adjudicating the result of some roleplay moment or resolution mechanic.

The purpose of this tool was just to give myself a more complex mental model of how social requests can go. Maybe it can do the same for you?

Hopefully this was interesting to you. If it was useful as well, all the better!

#prep #tools