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TLDR: It's good, very gamist, but if that's what you're looking for you'll be pretty happy with it.
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Let's take this scene. A Silver Dragon. Let's make it a Red, he's on your side, but he wants to, say, destroy the ancestral homeland of a race for a new home, after his was destroyed by an angered god. You would rather convince him to try and make peace, as you belong to that race, and you think you could make a bridge between the dragon and the race in question. So the dragon's Diplo skill is 25, yours is 20. It's a tough fight, that's obvious. Before even rolling, you make a statement of intent.
"That village has a wealth of gems and jewels and gold. I'm sure they'd be willing to part with those to ensure the safety of their village. They're peaceful folk, fishermen and hunters. They've seen a dragon once or twice, but they don't have any particular fears or hostilities." This is a DC 30, cause you are lying. They have gold, they do not necessarily fear dragons, but they certainly wouldn't have an amenable relationship with each other. So you roll that 30 against the dragon, and let's say you get a six for a total of 31. He doesn't believe you, not truly, but he goes along with the idea to steal the jewels. If you get a fifteen, for a total of 40, he acquiesces to your command and allows you to speak with the village elders to try and prepare them for the dragon's coming.
Now, what do you want? This is a classic example of the Diplomacy system at work and it could go any number of ways. You could be convincing the dragon to lay waste to the city and the both of you share the reward, you could be convincing the dragon to fuck off before you murder his ass, there's a million possibilities, all depdenent on YOU as the PLAYER. Which is how non-combative situations should be. That's why there are no rules, because if there were you'd end up with the same problems as combat - roteness, repetition, triteness, and constraints. I honestly don't understand where the fuck you're coming from with this idea of mechanics for story, because to do so would rob the players of the last bastion of control they have in D&D, the control over their player's words, ideas, actions.
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