Social Interaction

Alacrity Fantasy, A TTRPG by Adam J.. McKee and James G. Walker, Jr.

Social encounters in Alacrity follow the same rhythm as everything else: the player acts, the GM reacts, and dice are rolled only when the outcome is uncertain. There’s no separate subsystem for talking. You don’t need a special mechanic to convince someone, start a rumor, or hold your ground in a tense negotiation. You just describe what your character says or does—then the GM decides whether a roll is needed.


Talk First, Roll Second

The best way to handle a social situation is to speak and act in character. You don’t need to perform or improvise dialogue at the table—but saying what your character actually says helps the GM and the rest of the group engage with the scene.

“I show him the bruises and say, ‘This wasn’t a random attack. Someone sent those thugs—and I think you know who.’”

Once your intent is clear, the GM decides if there’s meaningful resistance. If there is, a roll may follow. If not, the conversation just continues naturally.

Player Note: Staying True to the Character

When you create a character, you’re making a tone promise. You’re telling the group: This is who I’ll be in the story we’re telling together. That promise doesn’t just shape the narrative—it shapes the table’s trust. Your job as a player isn’t to win rolls or game the system. It’s to act in good faith. To do what your character would do—even when it hurts. To say what they’d say, even if it puts them at a disadvantage. If your silver-tongued rogue wouldn’t back down, then don’t back down. If your battle-scarred veteran doesn’t beg, then don’t beg. Play it straight. Let the story breathe. Let the consequences land. That’s where the good stuff lives.


When to Roll

A roll is only needed when:

  • There’s a real chance of failure.

  • The stakes are significant.

  • The NPC has a reason to resist, lie, or withhold.

If you’re just haggling over a fair price or chatting with someone who’s already on your side, no roll is needed. When in doubt, the GM defaults to narration, not dice.


Contested Social Rolls

Some conversations involve direct opposition—like a bluff, interrogation, or mind game. These use Alacrity’s standard contested roll rules:

  • Both sides roll against their relevant skill.

  • Calculate the margin of success (Skill – Roll).

  • The higher margin wins.

  • If both fail, the lesser failure still wins.

  • If margins are tied, the defender wins.

Example: You roll Deception 52 and get a 38 (margin 14). The NPC rolls Insight 46 and gets a 35 (margin 11). You succeed—you sold the lie.

As always, the GM decides what skills apply based on the situation. This might be Persuasion, Deception, Intimidation, Insight, Willpower, or something else entirely.


Let the Story React

The result of a roll isn’t a fixed yes-or-no outcome—it’s a narrative shift. If you succeed, the GM decides how the NPC bends: maybe they open up, back down, or reconsider their position. If you fail, maybe they harden their stance—or maybe they lie and pretend to agree.

Success doesn’t mean getting everything you want. Failure doesn’t always mean rejection. The world responds in-character, based on the fiction and the result—not on a binary.


Creative Leverage

Not every social encounter is a charm check. Players are encouraged to apply pressure, offer bribes, invoke reputation, make threats, or appeal to shared values. If your approach is especially clever, the GM may adjust difficulty—or skip the roll entirely.

As long as it makes sense in the world, it’s fair game.


Social interaction in Alacrity is built on trust, intent, and consequence. You don’t need to game the system. Just speak clearly, act decisively, and let the world respond.

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File Created: 04/30/2025
Last Modified: 04/30/2025

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