Types of Interactions

Immortal Freedom RPG > Rules

There are three broad categories of interaction you can have with the world and its inhabitants while playing Immortal Freedom: The Roleplaying Game. Every encounter, every roll, falls into one of these categories. Each category is resolved in its own, unique manner.

Physical

A physical interaction is any instance where your character is using their body to solve a problem, such as running, jumping or punching. Physical Actions are the easiest type of interaction to have, since—more likely than not—you won’t be able to act out the physical action your character is performing in the scene. It will be up to you and the game master (GM) to describe how a physical action is resolved in the narrative after you roll.

Mental

A mental interaction is any instance where your character is trying to solve a problem using their mind. This is the most difficult type of interaction to resolve in roleplaying games. Most players in tabletop roleplaying games come to the table with the expectation they’ll be the ones to solve any problems presented to them as part of the game—not their character. Mental Tasks in Immortal Freedom: The Roleplaying Game should then be limited to perception, remembering information, or performing actions which would be improbable for a player to act out, such as complex mathematical calculations, balancing a chequebook, or running a series of tests in a laboratory.

Mechanics like Intuition and Intel are another way for your character to show off their mental prowess. Intuition is the best way to get hints or clues if you’re lost and having a difficult time knowing what to do next.

Social

Social Interactions are any instance where your character is trying to communicate with another entity, whether it be speaking, writing, or body language. There are many ways to approach social interaction in roleplaying games, but arguably the best way is for you to speak or act as your character in a scene before rolling the dice. It is then up to you, your fellow players, and the GM to figure out how to reconcile the results of your dice roll and your character’s approach.

It can be daunting at first—especially if you don’t have prior experience with roleplay or acting. But pure charm isn’t the only way to succeed in social interactions. You can be deeply intimidating, agonisingly pitiful, or unbearably cute. Characters in the world should give you something if you succeed, or respond negatively if you fail, regardless of how you deliver your lines.

How an NPC responds to you during social interactions changes based on the NPC’s disposition towards you. You receive Complications, Drawbacks, and Boons regardless of the disposition of the target. Disposition only changes how the target responds when you get a mixed success, complete success, or critical success. Certain abilities may change how NPCs respond to you during social interactions—for better or worse.

  • Companions do everything you ask of them. They risk life and limb, if necessary.
  • Friendly NPCs take into consideration what you ask of them when performing actions or making decisions.
  • Neutral NPCs do what’s best for themselves, regardless of what you ask of them.
  • Hostile NPCs don’t do anything you ask of them. They often actively antagonise you.
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Disposition