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In World of Darkness 2.0, there is the Social Maneuvering system, it requires you to calculate a number of "Doors" (p192) that must be opened with a character to accomplish a task.

Once you’ve declared your character’s goal, the next step is to determine the scope of the challenge. We represent this with “Doors,” which reflect a character’s resistance to coercion: her social walls, his skepticism, mistrust, or just a hesitance toward intimacy. It’s abstract and means different things in every given case.

After calculating the number of Doors, should I communicate the number to the players?

I'm not taking the sample in the book as a yes, because those never really mention communication, so much as what each person does.

The way I'm looking at it is, on one side, the Player Character probably has no idea how hard it'll be, on the other side maybe it's frustrating for Players not to know, also maybe there are other things I'm not considering.

In World of Darkness 2.0, there is the Social Maneuvering system, it requires you to calculate a number of "Doors" (p192) that must be opened with a character to accomplish a task.

Once you’ve declared your character’s goal, the next step is to determine the scope of the challenge. We represent this with “Doors,” which reflect a character’s resistance to coercion: her social walls, his skepticism, mistrust, or just a hesitance toward intimacy. It’s abstract and means different things in every given case.

After calculating the number of Doors, should I communicate the number to the players?

I'm not taking the sample in the book as a yes, because those never really mention communication, so much as what each person does.

The way I'm looking at it is, on one side, the Player Character probably has no idea how hard it'll be, on the other side maybe it's frustrating for Players not to know, also maybe there are other things I'm not considering.

In World of Darkness 2.0, there is the Social Maneuvering system, it requires you to calculate a number of "Doors" (p192) that must be opened with a character to accomplish a task.

Once you’ve declared your character’s goal, the next step is to determine the scope of the challenge. We represent this with “Doors,” which reflect a character’s resistance to coercion: her social walls, his skepticism, mistrust, or just a hesitance toward intimacy. It’s abstract and means different things in every given case.

After calculating the number of Doors, should I communicate the number to the players?

I'm not taking the sample in the book as a yes, because those never really mention communication, so much as what each person does.

The way I'm looking at it is, on one side, the Player Character probably has no idea how hard it'll be, on the other side maybe it's frustrating for Players not to know, also maybe there are other things I'm not considering.

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xenoterracide
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In World of Darkness 2.0, there is the Social Maneuvering system, it requires you to calculate a number of "Doors" (p192) that must be opened with a character to accomplish a task.

Once you’ve declared your character’s goal, the next step is to determine the scope of the challenge. We represent this with “Doors,” which reflect a character’s resistance to coercion: her social walls, his skepticism, mistrust, or just a hesitance toward intimacy. It’s abstract and means different things in every given case.

After calculating the number of Doors, should I communicate the number to the players?After calculating the number of Doors, should I communicate the number to the players?

I'm not taking the sample in the book as a yes, because those never really mention communication, so much as what each person does.

The way I'm looking at it is, on one side, the Player Character probably has no idea how hard it'll be, on the other side maybe it's frustrating for Players not to know, also maybe there are other things I'm not considering.

In World of Darkness 2.0, there is the Social Maneuvering system, it requires you to calculate a number of "Doors" (p192) that must be opened with a character to accomplish a task.

Once you’ve declared your character’s goal, the next step is to determine the scope of the challenge. We represent this with “Doors,” which reflect a character’s resistance to coercion: her social walls, his skepticism, mistrust, or just a hesitance toward intimacy. It’s abstract and means different things in every given case.

After calculating the number of Doors, should I communicate the number to the players? I'm not taking the sample in the book as a yes, because those never really mention communication, so much as what each person does.

In World of Darkness 2.0, there is the Social Maneuvering system, it requires you to calculate a number of "Doors" (p192) that must be opened with a character to accomplish a task.

Once you’ve declared your character’s goal, the next step is to determine the scope of the challenge. We represent this with “Doors,” which reflect a character’s resistance to coercion: her social walls, his skepticism, mistrust, or just a hesitance toward intimacy. It’s abstract and means different things in every given case.

After calculating the number of Doors, should I communicate the number to the players?

I'm not taking the sample in the book as a yes, because those never really mention communication, so much as what each person does.

The way I'm looking at it is, on one side, the Player Character probably has no idea how hard it'll be, on the other side maybe it's frustrating for Players not to know, also maybe there are other things I'm not considering.

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xenoterracide
  • 6.5k
  • 27
  • 50

Should you communicate the number of Doors required?

In World of Darkness 2.0, there is the Social Maneuvering system, it requires you to calculate a number of "Doors" (p192) that must be opened with a character to accomplish a task.

Once you’ve declared your character’s goal, the next step is to determine the scope of the challenge. We represent this with “Doors,” which reflect a character’s resistance to coercion: her social walls, his skepticism, mistrust, or just a hesitance toward intimacy. It’s abstract and means different things in every given case.

After calculating the number of Doors, should I communicate the number to the players? I'm not taking the sample in the book as a yes, because those never really mention communication, so much as what each person does.