Frequently Asked Questions
Q: Social mechanics? Does that mean my character can be "mind controlled" to be convinced of things I don't agree with?
A: No. With these mechanics you're always in control of what your character believes. Just like in real life you can't guarantee that a conversation will go the way you want it to, but you can't be forced to make a concession that you don't agree is valid (you could, for instance, end a conversation by physically getting away from it rather than agreeing to do what someone else wants).
Q: Why does the module use this particular set of emotions?
A: The particular emotions and some other aspects of the module were inspired by concepts from Dialectical Behavior Therapy (DBT). Playing isn't meant to be therapeutic or to guide people toward healthy or effective behaviors, it's merely using some ideas from DBT as a basis for an interesting way to apply game mechanics to an interaction between RPG characters.
Q: Is this just for two players at a time?
A: Yes, the mechanics are built around the idea of two characters interacting with each other in a back and forth. You can (minimally) involve other characters with the Support mechanic. Trying to model the dynamics of a complex multi-participant conversation was beyond the scope of what could fit into this module (and a more straightforward back-and-forth can often be more compelling than an awkward multi-agent system).
Q: But I really want multiple people to be able to participate! Can I really not do that?
A: Officially, no. But these are optional rules, and you could try experimenting if you are so inclined. The back-and-forth of the two-player dynamic works because it mirrors the natural flow of a conversation. It might be the case that you could rely on people's intuitive sense of “who was that comment aimed at?” to see who needs to match particular pushes and “whose turn is it to talk?” to handle who pushes next without a strong mechanical system for that (or that might be become chaotic and unsatisfying).
Q: Can you use this for PVP? Is this only for PVP?
A: The module can be used for any two characters that are controlled by different people, whether those are PCs or NPCs. The rules make a distinction between PCs, where the players will use the Contemplation mechanic to engage with weighty issues that arise in conversations, and NPCs or side characters, where the "inner life" of the character tends to be simplified or abstracted since they're not the focus of play. Since the module is designed as an optional add-on it is agnostic about things like whether the game has GM, if your game does the GM can just the rules just like a player would, but will probably use the NPC rules for the characters they control.
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Heartfelt
A MOSAIC Strict module for interpersonal influence
Status | Released |
Category | Physical game |
Author | GameMaru |
Genre | Role Playing |
Tags | mosaic-strict, mosaicstrict, Tabletop, Tabletop role-playing game |
More posts
- Video about HeartfeltAug 09, 2021
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