EPISODE · Aug 12, 2020 · 1H
EDSG Episode 38 - Attitudes and Interactions
from Earthdawn Survival Guide · host Josh H & Dan B
* Attitudes and Interaction Tests * Josh addresses social mechanics and roleplaying. * Some Disciplines are socially oriented and should leverage the social system. * History lesson about reaction rolls and morale in past games and shifts in design. * Attitudes and social rules can help reduce the GM’s workload. * Attitudes range from Awestruck to Enemy. * Intended mainly for PC to GMC interactions. * Published adventures as a template or example of using game systems in play. * Making an Impression tests * Cautionary advice about not punishing characters for things you encourage them to do. * Deceit: Exaggeration, Fabrication, Half-Truths * Insight: The counterpart to Deceit * Lean more on letting players roll the appropriate test for their characters and fewer contested rolls unless the stakes are appropriate. * Intimidation * Use Interaction tests to inform role play and vice versa. * Look at the example of play on pages 152-153 of the GM Guide. * Favors * Use favor level as guideline for achieving objectives in social interactions. * Economy of favors to count as automatic or extra success when players do something for a GMC. * Followers: Building a long-term relationship with an NPC. * Actually called “Supporters” and in First Edition Earthdawn Companion starting on page 125. * Attitudes, Interaction Tests, and Favors are NOT mind control. * Example from a problem brought up in the FASA Discord. * Long-term relationships are built on reciprocal favors and positive interactions. * Gamemasters should keep track of GMC Attitudes and Favor status as ongoing grist for the campaign story mill. * Interaction tests with creatures and animals. * Animal companions are more than a “special power” to activate when you need it. * Animal Bond versus Dominate Beast. * Interaction tests with spirits. * Integrating Attitudes and Interactions more deeply into summoning. * Interaction tests with Horrors. * Generally a bad idea. That is how they get their hooks into you. * Unfriendly AT BEST and unlikely to be improved with magic. * Room for both mechanics and free-form role-play in social scenes. Find and Follow: Email: [email protected] YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g Twitter: @EDSGPodcast Josh on Twitter: @LoreMerchant Dan on Twitter: @boice_voice Get product information, developer blogs, and more at www.fasagames.com FASA Games on Facebook: https://www.facebook.com/fasagamesinc FASA Games Discord Channel: https://discord.gg/uuVwS9u Earthdawn Guild Facebook Group: https://www.facebook.com/groups/earthdawnguild Earthdawn West Marches: https://discord.gg/hhHDtXW
What this episode covers
* Attitudes and Interaction Tests * Josh addresses social mechanics and roleplaying. * Some Disciplines are socially oriented and should leverage the social system. * History lesson about reaction rolls and morale in past games and shifts in design. * Attitudes and social rules can help reduce the GM’s workload. * Attitudes range from Awestruck to Enemy. * Intended mainly for PC to GMC interactions. * Published adventures as a template or example of using game systems in play. * Making an Impression tests * Cautionary advice about not punishing characters for things you encourage them to do. * Deceit: Exaggeration, Fabrication, Half-Truths * Insight: The counterpart to Deceit * Lean more on letting players roll the appropriate test for their characters and fewer contested rolls unless the stakes are appropriate. * Intimidation * Use Interaction tests to inform role play and vice versa. * Look at the example of play on pages 152-153 of the GM Guide. * Favors * Use favor level as guideline for achieving objectives in social interactions. * Economy of favors to count as automatic or extra success when players do something for a GMC. * Followers: Building a long-term relationship with an NPC. * Actually called “Supporters” and in First Edition Earthdawn Companion starting on page 125. * Attitudes, Interaction Tests, and Favors are NOT mind control. * Example from a problem brought up in the FASA Discord. * Long-term relationships are built on reciprocal favors and positive interactions. * Gamemasters should keep track of GMC Attitudes and Favor status as ongoing grist for the campaign story mill. * Interaction tests with creatures and animals. * Animal companions are more than a “special power” to activate when you need it. * Animal Bond versus Dominate Beast. * Interaction tests with spirits. * Integrating Attitudes and Interactions more deeply into summoning. * Interaction tests with Horrors. * Generally a bad idea. That is how they get their hooks into you. * Unfriendly AT BEST and unlikely to be improved with magic. * Room for both mechanics and free-form role-play in social scenes. Find and Follow: Email: [email protected] YouTube: https://www.youtube.com/channel/UCeoifzUuBjez9V6wnvzom3g Twitter: @EDSGPodcast Josh on Twitter: @LoreMerchant Dan on Twitter: @boice_voice Get product information, developer blogs, and more at www.fasagames.com FASA Games on Facebook: https://www.facebook.com/fasagamesinc FASA Games Discord Channel: https://discord.gg/uuVwS9u Earthdawn Guild Facebook Group: https://www.facebook.com/groups/earthdawnguild Earthdawn West Marches: https://discord.gg/hhHDtXW
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EDSG Episode 38 - Attitudes and Interactions
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