|Table of Contents|
Social Relations in Campaigns
A Place to Stand
Face to Face
Deception is again, another interesting chapter to me. It's really hard to pretend like you know you aren't being lied to when you just heard your players puzzle out their strategy right in front of you! Along with Competitive Influence, probably one of the most helpful sections of this chapter. It includes rules and ideas for deceiving NPCs, or for catching NPCs in the act of deception. Some amusing asides in this section like the confidence games and the optional considerations for subtlety are worth mentioning.
Continuing Relationships gives interesting mechanics for making long term relationships more dynamic. John Smith has a dependent; when does he take care of this adopted orphan if the appearance roll says "don't worry" this time? This chapter has ideas for establishing a relationship, maturing it,and working with contacts, allies, patrons, and dependents among others.
The final section, exotic social traits, deals with the otherworldly and unique. If one species communicates by telepathy, how does that affect their relationships with humans. Orcs have ugliness as a racial trait. Do orcs think they themselves are ugly? Does a slime care about a character's perfect facial symmetry? This section answers these types of questions.
Altogether, this chapter is useful but pretty dry. It is peppered with interesting optional rules, but it is still hard to read straight through; reading it straight through is missing the point. It is purely a reference guide for handling mostly one-on-one situations.