”When a person pauses in mid-sentence to choose a word, that's the best time to jump in and change the subject! It's like an interception in football! You grab the other guy's idea and run the opposite way with it! The more sentences you complete, the higher your score! The idea is to block the other guy's thoughts and express your own! That's how you win!”
--Calvin, on Conversation
Many social encounters can be thought of as a contest, or a game like Football. Two opposing interests are either fighting over a single outcome, or trying to advance the outcome out of several which is most favourable to their interests.
While haggling over a price generally ends somewhere in-between each side’s preferred price, the initial offer and request can be seen as goals on either side of a field. Running for election, however, is a much larger social encounter that can be seen as more akin to a verbal game of capture the flag—there is one outcome, a contestant is elected, but there are two or more people trying to grab that goal and carry it home.
The number of possible outcomes doesn’t really matter, because even if there are a dozen sides, each vying for their own outcome, in a very real sense it could be said that there’s really only one “I win.”
Social Encounters in Tides of Shadow center on the acquisition of Resolution Points, and function similarly to combats, mechanically.
When a social encounter starts, figure out how many sides there are, usually there will be two, but it’s not unheard-of for there to be three or more sides to a conflict. Each side picks a Figurehead, this person does all the direct contest rolls, and if any side is a single person, they are automatically the Figurehead. Participant refers to everyone involved in the encounter.Important Terms
Conviction A measure of an individual’s confidence in their own beliefs. Like Initiative, it defaults to the better of two Ability modifiers (in this case, Charisma or Wits), but may have additional bonuses or penalties from feats or other sources.
Crowd Assembled characters not actively participating in the encounter. Characters may join or leave the crowd in the course of an encounter.
Figurehead The participant on a side who is addressing the other sides in an encounter.
Listener The passive Figurehead or Figureheads on a turn.
Participant Every character involved in an encounter. Most are talking amongst themselves on their own side, rather than speaking to the other sides.
Propose Equivalent to an Attack in Combat.
Resist Equivalent to a Defense in Combat.
Speaker The active Figurehead in a turn.
Tactic The “weapons” of Social Encounters. Each applies a modifier to the Proposal it is used on, and the Resist rolls made after its use before another Tactic is chosen. Some apply bonuses to the number of Resolution Points won or lost on a given round.
Each side in the encounter begins with a number of Resolution Points equal to the Conviction modifier of their Figurehead plus the number of non-Figurehead Participant on that side. There is also a pot of Resolution Points equal to the sum of the levels of each Figurehead in the encounter.Allied Figureheads wrote:Generally each side is vying for their own win. It is possible, however, for two sides to actually be working together against other sides. This makes the encounter longer and harder to complete, because it increases the number of Resolution Points in contest, but it can be advantageous.
Each Figurehead rolls initiative as for a combat, except that they modify their roll with their Intellect or Charisma modifier, their choice, instead of Agility. The Participants in each side also roll, but they are rolling for initiative within their group, rather than the encounter, and may choose to not use initiative, instead cooperating and doing things in the best order.
Encounters are played out in an order similar to combat, with each Figurehead acting on their initiative count. The active Figurehead is referred to as the Speaker, and the Figurehead they are speaking to is the Listener.
On a Figurehead’s turn, they try to advance their cause by choosing a tactic. They make a Propose Roll, and all non-allied Figureheads make Resist Rolls.Interrupting wrote:It is possible to interrupt a Figurehead, and act on their turn before they do. To do so, a participant or Figurehead rolls a Charisma or Intelligence check (DC 10+half level+the better of Cha or Int modifier). If the participant succeeds, they may act before the Figurehead whose turn it is.
If a side is using Initiative within their own actions, a participant may Interrupt another participant.
The Speaker and Listeners compare their rolls. Each Listener who rolled lower than the Speaker gives the Speaker Resolution Points equal to (Propose Roll-Resist Roll)/2. Each Listener who rolled higher than the Speaker tales from the Speaker Resolution Points equal to (their Resist Roll-Propose Roll)/2.Propose Roll: d20+Tactic Modifier+Social Skill+Key Ability Modifier
Resist Roll: d20+Last used Tactic Modifier+Social Skill+Key Ability Modifier
When a side’s Resolution Points are equal to or lower than the number Participants on that side, each Resolution Point represents a participant who has broken away from that side.
- If that side is composed of only Player Characters, players should roll Conviction. The lowest roll is the participant who leaves the side and joins the Crowd.
- If the side is composed of Non-player Characters, a random non-Figurehead participant, or one of Mister Cavern’s choosing, joins the Crowd.
- If the side is composed of Non-Player Characters and Player Characters, Mister Cavern makes a single unmodified d20 roll for the Conviction of the npc participants, the lowest Conviction leaves the side and joins the Crowd.
- A player may always volunteer to be the one who leaves their side in this situation, and it is encouraged that players whose characters would have reason to leave the side do this.
If a Listener rolls a Natural 1 on their Resist roll, they lose 50% more Resolution Points that turn.
Zero Resolution Points: When a side is completely out of Resolution Points, the Figurehead rolls Conviction against 10+# Resolution Points possessed by the side with the most. If they fail to meet or exceed this DC, they’re out of the encounter. They’ve been so completely beaten down, they cannot continue to debate. If they meet or exceed the DC, they may remain in the encounter. This roll must be made at the start of every turn in which the side has 0 Resolution Points.
When a Speaker would gain Resolution Points from a Figurehead with none, they take the points from the Pot.
Swaying the Crowd: A Figurehead may address the crowd instead of another Figurehead. They make their Propose Roll against a DC of 20. For every 3 points by which they exceed 20, they gain the support of one member of the crowd who joins their side. Any available PC members of the Crowd make a Conviction roll (DC 10+Speaker’s base Social Skill rank). If they succeed, they may choose whether to join the side or not (if they don’t, a random npc will). If they fail, they automatically join the side.
A Figurehead may address a specific character in the Crowd. They make Propose Roll opposed by the character’s Conviction. If the Figurehead wins, the character joins their side. A character may always elect to join a Figurehead who has directly addressed them, but a Figurehead cannot force a character to join their side other than by beating them in this roll.
Any time a Figurehead gains a participant from the crowd, they also gain 1 Resolution Point.
Winning: A Figurehead wins when all other Figureheads have been defeated, they control all Resolution Points, or their Resolution Points exceed the sum of all other Figureheads’ Convictions.
Participant Actions
While the Figureheads argue, the other participants in an encounter are also doing things. They’re digesting opposed arguments, formulating strategies, and trying to think of things that will help their side win. The following are things participants can do in a social encounter.
Logic and Rhetoric: Logic and Rhetoric can be very valuable in social encounters, so much so that even someone who is poor in social skills can use them to win an argument, shame a rival, or fake his way past guards.
Logic can spot a man’s tell, recognize the flaws in an argument, or reframe the debate. Rhetoric can halt someone’s argument with emotion or baffle them with bullshit.
As a standard action, a Participant may make a special Sabotage check modified by the better of their Intellect or Manipulation. If they succeed, they may apply either a morale bonus to their own Figurehead’s next Propose or Resist, or a morale penalty to an opposed Figurehead’s next Propose or Resist. This modifier is equal to 1/3rd the modifier the Participant applied to the Sabotage roll (minimum 2 and lasts for a number of rounds equal to the Participant’s Intellect or Manipulation.
When used to apply a penalty, the Sabotage check is opposed by a Will save.
When used to apply a bonus, the Sabotage roll is made at a DC of 10+the target’s base rank in the Skill.
So. This may be a bit complex, and it needs Tactics written up, but as a core system, I like the mechanic, don't think it's too complex to be usable, and is interesting.
Notes:
Tides of Shadow is currently planned to use a modified version of d20's six stats-- Body, Agility, Intellect, Wits, Charisma and Manipulation. Basically a Force and Quickness stat for each of Physical, Mental and Social.
Participants will get more actions they can take, I just had Logic and Rhetoric 95% written up already from Expert.
Tactics will be stuff like Threaten, Non-sequitor, Boast, Offer, Demand, Play Dumb, etc.
So far the intent is that there isn't much of an actual action economy in Social Encounters, you just choose your tactic and make your proposal. Because I can't, at the moment, think of an analogue to Move, Standard, Swift, etc actions, or that there's a huge need for them.
