Social Encounters

Social encounters begin with intent.

Conversation is not a button to press or a roll to demand. It is a scene in the world.

The players decide what they want, how they approach, and what their characters actually say or do.

The Referee answers through the NPC.


Start with Intent

Before dice are considered, ask:

Question

Meaning

What do you want?

The goal

How do you seek it?

The approach

What do you say or do?

The action

Resolve the action, not the wish.

A character cannot simply say, “I persuade the guard.”

They must offer a reason, a threat, a lie, a bribe, a plea, a command, or something else that could matter in the fiction.


Goal, Approach, Action

Goal

The goal is what the character wants from the exchange.

Examples:

  • “We want the guard to let us pass.”

  • “We want the merchant to lower the price.”

  • “We want the prisoner to reveal who hired them.”

  • “We want the priest to shelter us for the night.”

The goal tells the table what is at stake.

It does not decide the outcome.


Approach

The approach is how the character pursues the goal.

Examples:

Approach

Use

Connect

Build rapport, share trust, find common ground

Assert

Command, pressure, demand, or intimidate

Understand

Read motives, fears, lies, or hesitation

Convince

Change someone’s mind with reason or emotion

Negotiate

Offer terms, trade, favors, coin, or leverage

Deceive

Mislead, conceal truth, impersonate, or distract

These are not separate mechanics.

They guide play.


Action

The action is what the character actually says or does.

Examples:

  • Flattery

  • Bribery

  • Threats

  • Silence

  • A formal oath

  • A shared prayer

  • A hand on a sword

  • An appeal to kinship

  • A display of authority

  • A carefully chosen lie

  • A gift offered at the right moment

The Referee resolves the action in context.


Fiction First

Speak in the world.

Ask:

  • What do you say?

  • How do you say it?

  • What are you offering?

  • What are you risking?

  • Why might they listen?

Tone, timing, leverage, reputation, and circumstance matter.

A good argument may avoid a roll.

A foolish demand may make a roll impossible.

Context often matters more than dice.


When to Roll

Roll only when both are true:

  • The outcome is uncertain

  • Failure would matter

If success is obvious, do not roll.

If failure is certain, no roll will save the attempt.

A king will not surrender his throne because of a high roll.

A starving guard may ignore the law for bread, coin, or mercy.


Social Checks

When a roll is needed, make an Ability Check.

Use the ability that best fits the approach.

Ability

Use For

INT

Careful reasoning, recalling customs, legal arguments, bargaining terms, coded meanings

WIS

Reading motives, sensing lies, judging mood, noticing fear, restraint, or hesitation

CHA

Presence, command, persuasion, intimidation, deception, sincerity, emotional force

The Referee sets the DC based on the situation.

Then apply Boons or Banes if the fiction calls for them.


What Shapes the DC

The DC reflects the situation, not the character.

Consider:

  • The NPC’s disposition

  • What is being asked

  • The risk to the NPC

  • The reward offered

  • The leverage held

  • The danger of agreement

  • The cost of refusal

  • The character’s reputation

  • Prior kindness, insult, debt, or harm

A small favor from a friendly NPC may need no roll.

A dangerous favor from a suspicious NPC may be Hard or Dire.


Context Matters

Shared ground carries weight.

Examples:

  • Same village

  • Shared trade

  • Common faith

  • Military service

  • Family ties

  • Mutual enemy

  • Known reputation

  • Prior kindness or insult

  • Proper language or custom

Context may:

  • Make the request possible

  • Remove the need for a roll

  • Grant a Boon

  • Impose a Bane

  • Change the consequences of failure

The right words matter.

The right person saying them matters more.


Living NPCs

NPCs are not locks to be picked.

They are people, creatures, powers, or factions with their own place in the world.

They have:

  • Wants

  • Fears

  • Duties

  • Loyalties

  • Pride

  • Secrets

  • Limits

Understanding what an NPC wants is often stronger than any roll.

Give them reasons to agree, hesitate, bargain, lie, flee, or refuse.


Success and Failure

A successful social check shifts the situation in the character’s favor.

It may mean:

  • The NPC agrees

  • The NPC offers a compromise

  • The NPC reveals something useful

  • The NPC hesitates or delays

  • The NPC becomes less hostile

  • The NPC opens a path forward

Failure shifts the situation against the character.

It may mean:

  • The NPC refuses

  • The price increases

  • Suspicion grows

  • Time is lost

  • A secret is withheld

  • A threat is made

  • A rival is warned

  • The offer is accepted, but with strings

Failure does not always mean violence.

It means the situation changes.


Referee Guidance

Run the scene, not the outcome.

Let players probe, test, bargain, flatter, threaten, withdraw, or change tactics.

Answer honestly through the NPC.

Do not let one roll erase strong motives, deep loyalties, obvious danger, or impossible demands.

Do not require rolls for ordinary talk, clear leverage, or reasonable requests.

Use dice when the moment is uncertain and the result matters.

Players decide.

Characters act.

The world answers.