My
close read and implementation of The Blood of Heroes: Second
Edition continues on its first
early steps and I'm jumping to Chapter 6: Character
Interaction.
Interrogation,
Intimidation and Persuasion are character interactions you can
resolve with a “Dice
Action”. The AV/EV* and
OV/RV* for a PC are already known. The Infl/Aura and Infl/Spirit of
the NPC is determined by the Gamemaster. When the GM does this,
either on the fly or prepped ahead of time, they are essentially
setting a difficulty target number which needs to be hit. When the
Players and the GM wish to roll for results to decide the outcome of these three types
of character interactions they are resolved the same way everything else is in the game; with the Action Table and the Results
Table.
What
about the other way around? What happens if a villain or any other
NPC tries to use Character Interaction against one of the Players?
Myself I try not to force the PC to do anything. Other gamers are
more comfortable making the PC briefly restricted by puppet strings,
and do it well. I philosophically try and tie my hands so it is the
PC's themselves deciding whether the villain is bluffing or should
they cut and run from a dangerous and uncertain situation. These
rules for BoH kinda go half way. The PC can be bound to failed
opposed and resistance rolls, but they can also spend Hero Points to
ignore the effects.
Otherwise
character interaction should be handled like any well done rpg does,
with the Players doing stuff and the GM adjudicating results until
the need for dice feels warranted.
This
is a short chapter. Quick to digest. There are suitable descriptions
of the three character interactions including additional chrome;
Interaction Maneuvers. These can be taken or left as the GM sees fit
without breaking the mechanic. Next I'll take a read through Chapter
7 Gadgets and after I will tell
you my thoughts.
*AV=Acting Value, OV=Opposed Value, EV=Effect Value and RV=Resistance Value from the BoH rulebook.