TAG Resolving Social Actions
Player actions
Players might
* Connect
* Assert
* Understand
* Convince
* Negotiate
Connection is usually about shifting an NPC’s Disposition. Sometimes, it’ll shift their Mood instead.
Asserts is unmentioned here. Reveals the players' goals.
Understanding’s usually about learning what’s on the Social Stat Block.
Convincing is usually about wearing down the Source of Conflict or sometimes changing a Motivation.
Negotiating is usually about using a Motivation to overcome the Source Conflict.
Keep in mind that game mechanical social skills are about the Approaches the characters take, not the Outcomes they Intend. Dungeons & Dragons includes four social skills that basically amount to being friendly, (Persuasion?) being scary, (Intimidation?) being tricky (Deception?) and being intuitive (Insight?). Any of those skills can be used to accomplish any of the Outcomes I listed above. You can use deception to Connect, to Understand, to Assert, to Convince, or to Negotiate as easily as you can use persuasion. Or intimidation.
| Ability | Skills |
|---|---|
| Wisdom | Insight, Perception |
| Charisma | Deception, Intimidation, Performance, Persuasion |
So don’t conflate Outcomes with Approaches and match game mechanics to Approaches, not Outcomes. And think of the D&D skills as demeanor indicators. Read them as “… using charm,” “… using fear,” “… using deceit,” and “… using intuition.”
NPC social statblock
Source of Conflict
* Why is this Encounter even happening? Why is the non-player character acting like an obstacle? That answer’s your Source of Conflict.
Disposition
* How does the non-player character feel about the player characters? Initially, anyway? That’s your Disposition.
* hostile, unrespectful, indifferent, respectful, super-mega-respectful
Patience
* How long will the non-player character put up with being wheedled, needled, questioned, and fought with? That’s your Patience.
Motivation
* What does the non-player character value or want out of life apart from whatever it is that’s creating the Conflict? That’s your Motivation.
Mood
* How is the non-player character feeling today? That’s your Mood.