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Players will have actual character sheets, with stats, skills, flaws and edges. 

I'm using savage worlds rpg system as a base

I have not played Savage Worlds, but just looking at the character sheet... so then a roll to conduct business would be based on Spirit + Persuasion, not Society? What was the stay at home vs businessperson example about then?

That has to be about social expectations.

In a patriarchal society, maker may be expected to rule, matriarchal the women rule. Both would have same social score.


I'd say, wait till I get more developed and see where it leads :)

I'm not sure how social expectations play into this. i'm just asking about the actual game mechanics. How does a character's Society score affect business operations, in this game?

it won't. It really only affects dating mechanics

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Ohhhh, ok, you really need to change that example then. The entire time I've been thinking I need to mechanically choose between being submissive and being good at business.

If the only mechanical effect of Society is dating, and you want to be fully submissive, then having a score of 100 would give you the greatest success chance, yes?

yes:)

Okay... so, is there any downside at all to putting Society at 100, for a submissive character?

It kinda just sounds like this is a dominance/submissiveness score, and has nothing at all to do with society.

To be honest, you are asking many of these questions before I got answers -.- maybe the social scale may play a big role, may not. It may only ever be a value for npcs to compare their preferences to.

I know, if I was to take me personally, I'd have a social score of maybe 40. But that doesn't mean I want a submissive mate. My mate I'd score at about 30. We make it work. I like a strong willed mate who can challenge my thinking.

It does mean we got to work harder on our relationship as we can butt heads spectacularly.

It's this sort of dynamic I'm trying to emulate and show. Two "dominate" people can still be a match, just more effort will go into making it work

Oh, I'm used to the core gameplay concepts being known before the game is published, even if they aren't implemented yet. Though I'm noticing more and more lately that that isn't always the case...