{ "breadcrumbs": [ "Chapter 10: Game Mastering", "Running Modes of Play", "Encounters", "Social Encounters" ], "breadcrumbs_spa": [], "category": "rules", "exclude_from_search": false, "id": "rules-520", "markdown": "[Consequences](/Rules.aspx?ID=520)\r\n\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 496 4.0\r\n\r\n\r\n\r\nWhen you set stakes at the start of a social encounter, give an idea of the consequences. Beyond whatever narrative benefits player characters might gain, a social encounter usually includes an XP award. Because these are encounters along the same lines as combat encounters, they grant a sizable amount of XP, typically that of a moderate accomplishment, or even a major accomplishment if the encounter was the culmination of long-term plans or a significant adversary got their comeuppance.\n\n The outcome of a social encounter should direct the story of the game. Look for repercussions. Which NPCs might view the PCs more favorably now? Which might hold a grudge or formulate a new plan? A social encounter can seal the fate of an NPC and end their story, but this isn’t true for player characters. Even if something looks truly dire for them, such as a death sentence, the social encounter isn’t the end—there’s still time for desperate heroics or a twist in the story.\r\n\r\n\r\n\r\n\r\n\r\n\r\n", "name": "Consequences", "next_link": { "label": "Exploration", "url": "/Rules.aspx?ID=521" }, "previous_link": { "label": "Measuring Success and Progress", "url": "/Rules.aspx?ID=519" }, "rarity": "common", "release_date": "2019-08-01", "resistance": {}, "search_markdown": "\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 496 4.0\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Encounters / Social Encounters\r\n", "source": [ "Core Rulebook" ], "source_raw": [ "Core Rulebook pg. 496" ], "source_category": "Rulebooks", "source_markdown": "[Core Rulebook](/Sources.aspx?ID=1) pg. 496 4.0", "speed": {}, "text": " Consequences Source Core Rulebook pg. 496 4.0 When you set stakes at the start of a social encounter, give an idea of the consequences. Beyond whatever narrative benefits player characters might gain, a social encounter usually includes an XP award. Because these are encounters along the same lines as combat encounters, they grant a sizable amount of XP, typically that of a moderate accomplishment, or even a major accomplishment if the encounter was the culmination of long-term plans or a significant adversary got their comeuppance. The outcome of a social encounter should direct the story of the game. Look for repercussions. Which NPCs might view the PCs more favorably now? Which might hold a grudge or formulate a new plan? A social encounter can seal the fate of an NPC and end their story, but this isn’t true for player characters. Even if something looks truly dire for them, such as a death sentence, the social encounter isn’t the end—there’s still time for desperate heroics or a twist in the story. ", "type": "Rules", "url": "/Rules.aspx?ID=520", "weakness": {} }