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A very experienced GM and player of my acquaintance has a maxim when it comes to RPG mechanics - Don’t mechanise and mandate something that I want to do as a player or GM anyway. As applied to ‘reactions’ I’ve always misliked the ‘mechanising’ of social interactions through those ‘reaction tables’ because, as a GM and as a player, I’m going to want to play those interactions out and no amount of tables and modifiers can account for all of the variables that players and a GM can come up with. Provided that the GM and players have a shared handle on the fiction - how reactions play out when confronting a bugblatter beast under the Lost Temple of Bibble will be very different from a street encounter with a policeman in Edwardian London - then I don’t see any need for any explicitly social mechanic at all. Adhering to some very basic character stats and abilities and adjusting for circumstances in play is enough. But I do understand that, for some groups who are not so interested in RP, a mechanical table and ability check is a way to avoid what they find uninteresting and, from your description, the table(s) in this game are an improvement on the ‘roll X dice and compare result to derive a single emotional state’.

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