Consequences.json 3.3 KB

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  3. "Chapter 10: Game Mastering",
  4. "Running Modes of Play",
  5. "Encounters",
  6. "Social Encounters"
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  12. "markdown": "<title level=\"1\" right=\"Rules\">[Consequences](/Rules.aspx?ID=520)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 496 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\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</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
  13. "name": "Consequences",
  14. "next_link": {
  15. "label": "Exploration",
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  19. "label": "Measuring Success and Progress",
  20. "url": "/Rules.aspx?ID=519"
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  22. "rarity": "common",
  23. "release_date": "2019-08-01",
  24. "resistance": {},
  25. "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 496 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Encounters / Social Encounters\r\n</additional-info>",
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  27. "Core Rulebook"
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  30. "Core Rulebook pg. 496"
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  33. "source_markdown": "<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 496 <sup>4.0</sup></row>",
  34. "speed": {},
  35. "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. ",
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