As of last night, the next chapter – Arms and Equipment – has been released to editing and I’m working on assembling all the notes on Social Interaction into a single, cohesive chapter. Social Interaction is the centerpiece of Forthright Open Roleplay, and it’s imperative that we get it right with clear text and plenty of examples. One thing that I should note: we’ve actually changed our minds about the social interaction system. Up until this past weekend, we had been trying to structure the game in such a way as to make allowing the player characters not being able to be influenced by non-player characters equally viable to allowing them to be influenced. Ultimately, this was a safe call – but it wasn’t the right one for the feel of the game. If Forthright is really going to be a hybrid between traditional and story gaming, it needs to be structured in such a way that players aren’t simply immune to the goings-on around them. More on this in the coming weeks.