Social Systems: What are they supposed to do?

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Post by Username17 »

Hogarth wrote:One thing I don't particularly like from FatR's list is a system to "gather information". Why don't I like that? Because it's not particularly fun to fail at gathering information, so why bother with that possibility?
That's a good argument, but I'm pretty sure you're wrong. Players need abilities that contribute to team goals, and one of the obvious means to do that is to provide information. In fact, if you asked four players how they wanted their character to contribute to team goals it is almost inconceivable that none of them would put forward some variant on "provide information." Whether your model of teamwork is Star Trek, Leverage, or Arrow, "providing information" is so ubiquitous of a team member contribution that there isn't even a name for characters who do that. Character concepts are divided into how they provide information, not whether they do.

The other important consideration is how it feels when players can't fail at something. Gumshoe pretty much stops being interesting once you realize that you automatically win and everything in between is just fucking around. Losing may not be fun, but realizing that you can't lose makes the game wholly uninteresting.

TL;DR: You're making Robin Laws' argument for why players shouldn't be able to fail to get information. And the end point of that argument is a game that I don't want to play ad neither do you.

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Post by Ice9 »

PhoneLobster wrote:Your premise and point 6 seem to suggest to me you've got a rather odd idea of very permanent deeply irreversible (without specific special healing experts) social defeat states. My old "to the social death stuff" was never really about social-perma-death, it was basically just about acknowledging that either a complex minigame or something that is supposed to be a viable combat strategy needs to offer rewards on the scale of defeating opponents.
I should clarify - by social death / minion-izing, I didn't mean that the social rules themselves would declare such a state. It's just in the same way that Dominate Person effectively has "Duration: Until you forget to maintain it" - if someone can make you a minion for a while, that gives them a much stronger position to keep you as a minion forever.

Likewise, by social maiming, I meant something like -
Bob's whole thing is hating slavery and working to eradicate it everywhere he goes. Then he loses a social combat to some Guild operatives, and is convinced to help capture some slaves that would have escaped and then give a speech about how people shouldn't fight authority.
Not impossible to come back from, and the player might think it's a great plot twist to launch a redemption story. Or they might think it sucks and not want to play the character anymore. Much like losing an arm, hence the name.
In theory if you are keeping social abilities in line with level progression like that your physical body guards pretty much ARE your social ones, you would either need some ability to socially specialize and/or contextual external pressures like a society frowning on bringing your physical body guards to social events, but fine with you bringing your social specialist side kicks instead.
I was thinking of NPCs, often not as well-rounded as PCs, defense-wise. Personally, I don't mind the idea of social bodyguards anyway; it's odd, but not negative.
Point 2 is not a big deal and there actually SHOULD be contexts where you throw a social attack/action and the opponents respond by fleeing or yelling "how dare you, kill them all!", as long as those are not the ONLY outcomes. The reality is you DO want social to physical combat transitions to be a thing as much as you want the reverse to be possible.

...

As long as lower stakes interactions can exist, then with an appropriate clear transition between "dangerous" social actions and trivial everyday ones town does not need to be a Darwinian social death trap of endless high stakes social actions only. Most interactions are made with regular low stakes options under the assumption that no party wants to risk social or physical consequences or retaliation if they think they can get what they want without pulling out their "high stakes" social actions.
It sounds like you're talking about a system where there are different levels of social interaction, and it's apparent IC when someone changes the level. That improves things quite a bit. In that, I think there would still be some odd results, but not inherently stupid ones.

In the experiment, I was thinking of the more extreme form, where any negotiation at all went straight into no-limits social combat.
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Post by MGuy »

PhoneLobster wrote:
K wrote:You would have to set up an interesting enough system that you can do the "party at the evil noble's manor" adventure for an entire session without MTPing any of the important bits or plot points. That means several encounters with real consequences, discovery and exploration, loot of various kinds, and finally a win or lose end condition.
That... isn't going to do what you want it to do.

Essentially you've just described a system with combat equivalent social encounters and an adventure/dungeon where all the encounters are social. It works, to a point, and certainly say... my methodology, could generate something a lot like that.

But it has a significant break point, and it is the SAME significant break point that the "Kill the King with Regular Combat" adventure/campaign has. If the party is strong enough to defeat the final encounter and can manage to somehow stumble their way directly to it, then it is in fact still just one encounter.

There isn't really a sane or acceptable way to get around that. You can have an isolated king behind lots of defenses and other encounters social or otherwise. You can have a king powerful enough that you need to first go on other adventures and level up to become strong enough to defeat him.

But in the end, combat or social. One character is potentially just one encounter or a portion of it. You cannot really overcome that, but IF you did you would be venturing into something that was simultaneously insanely more elaborate and time consuming than regular combat, but ALSO less useful and rewarding. In which case you might as well just throw those rules out before you write them because no one will opt for "like combat only harder longer and less rewarding" when they can just go stab things instead.

Though, it would help if you didn't have a reductive scenario on the "How do power structures work?" where simply defeating (by whatever means) the king, even by becoming his suddenly very influential friend, gives you total direct control of the kingdom without further obstacles or rivals. But all the same, every additional rival could still be as little as one or less encounters (social or otherwise) each.
Ice put forth something about social bodyguards but I'd say that the higher ups should have 'courts' and people in those courts are typically the only ones who get to even speak to those of a higher pay grade. I remember a game of Seventh Sea I was playing in and before my 'Storyteller' decided to shit all over the group and torpedo his own game I made a character who's goal was to make it into the [insert french stand in] Queen's court. To do that I, at least imagined I would have, had to do a lot of overt and covert socializing. Now that never materialized but I still think it is a place to start 'if' what you're wanting to make is a game where that's a thing. I'm not sure that DnD is that game being more about combat and all. I can imagine that in a game where 'socializing' was a big thing then socializing your way to the top would require that. You could do get invited to a local governor/duke/baron/etc's court and step by step climb your way up to meeting and schmoozing with the king. Then you could play politics and eventually organize a coup against the king where you supplant him with your sock puppet of choice. That would make a lot more sense and be a lot more satisfying than showing up making a roll or two for diplomacy and suddenly getting an unbelievable amount of influence with the King.
Last edited by MGuy on Sat Oct 24, 2015 3:08 am, edited 3 times in total.
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Post by PhoneLobster »

Ice9 wrote:In the experiment, I was thinking of the more extreme form, where any negotiation at all went straight into no-limits social combat.
Back when I first started working on social defeat states one of the first (rather hyperbolic) criticisms amounted to, well, that, I was fairly surprised it hadn't particularly occurred to me that just because I had implemented the option to "attack" with words that anyone would try to claim all uses of words would then automatically have to be that sort of option.

So I very rapidly formalized the cut off as clearly and concisely as I felt I could, and I have only improved the cut off and the informal/low stakes side since.

But if you were to try and take that hyperbolic "all social interaction is high stakes all or nothing social combat" there are several potential issues.

It doesn't automatically have to generate insane results, not completely insane ones anyway. Walking away from EVERY casual encounter with either a new trusting friend or trusting a new friend (or in a rare tie event a true mutual friend) would be... weird in many ways but not entirely unworkable. You could hammer that into some sort of remotely workable context. Barely. With way too much effort.

So it would be sort of fine. Except for all the needless resolution time. That would be pretty bat shit. And that alone pretty much invalidates the idea.

Because even if you COULD balance the system so the enforced outputs were relatively sane, the fact is your players don't care and shouldn't care about EVERY character they want to say words to enough to spend time and complexity resolving which way the naive trust in their interactions flows. To be honest it probably isn't even worth recording and tracking most of the characters they say words to for friendship states.

And aside from the cost involved you come back to player/GM control and agency again. Making the jump direct to full high stakes only on all social interaction undermines player and GM control over their owned characters, the ultimate goal of your social system IS to permit other players/GMs to take SOME control over characters owned by others SOMETIMES. But you still need a state where your own character is your own character and does what you want it to, period. Making high stakes social combat involuntary on any social interaction severely shrinks the game space in which you have control over your own character for ALL players involved.
Last edited by PhoneLobster on Fri Oct 23, 2015 7:42 am, edited 1 time in total.
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Post by Omegonthesane »

FrankTrollman wrote:TL;DR: You're making Robin Laws' argument for why players shouldn't be able to fail to get information. And the end point of that argument is a game that I don't want to play ad neither do you.

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OK, so how do you react to the situation where the whole party has used their Information Gathering powers and come up with squat?

It's presumably not unsolvable - you fail to find clues at crime scene 1, the Conspiracy has time to strike again and you try again at crime scene 2, and the players feel like there are stakes even though you're likely just going to repeat that holding pattern until someone gets a clue.
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Post by K »

Omegonthesane wrote:
FrankTrollman wrote:TL;DR: You're making Robin Laws' argument for why players shouldn't be able to fail to get information. And the end point of that argument is a game that I don't want to play ad neither do you.

-Username17
OK, so how do you react to the situation where the whole party has used their Information Gathering powers and come up with squat?

It's presumably not unsolvable - you fail to find clues at crime scene 1, the Conspiracy has time to strike again and you try again at crime scene 2, and the players feel like there are stakes even though you're likely just going to repeat that holding pattern until someone gets a clue.
You go on an adventure.

Let's say that you fail to get some dock workers to talk to you and share information. This means that you have to find out why, and for that you need a new clue keyed to this mini-mystery. Maybe you tell the failed players that the workers seem to know something, but they are acting like someone in charge told them to keep quiet and they let slip a name.

Then you go on a mini-adventure to find out who is keeping the dock worker quiet, and maybe you make a deal with him to let the dock workers help you.

It's not hard to build a social adventure if you think about it like a dungeon adventure. Just in the same way you would not put an impassable barrier in a dungeon, you wouldn't put a failure point in a social adventure where the PCs failing a round of rolls means the adventure ends.
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Post by hogarth »

K wrote:
Omegonthesane wrote: OK, so how do you react to the situation where the whole party has used their Information Gathering powers and come up with squat?

It's presumably not unsolvable - you fail to find clues at crime scene 1, the Conspiracy has time to strike again and you try again at crime scene 2, and the players feel like there are stakes even though you're likely just going to repeat that holding pattern until someone gets a clue.
You go on an adventure.

Let's say that you fail to get some dock workers to talk to you and share information. This means that you have to find out why, and for that you need a new clue keyed to this mini-mystery. Maybe you tell the failed players that the workers seem to know something, but they are acting like someone in charge told them to keep quiet and they let slip a name.

Then you go on a mini-adventure to find out who is keeping the dock worker quiet, and maybe you make a deal with him to let the dock workers help you.
That's exactly what I mean when I say you shouldn't be able to fail at learning information; you should be able to get it one way or another. As I said above, I don't have a problem with using social skills to skip a combat encounter (which is basically what you're suggesting with your scenario ).
Last edited by hogarth on Fri Oct 23, 2015 10:33 am, edited 1 time in total.
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Post by FatR »

Omegonthesane wrote: OK, so how do you react to the situation where the whole party has used their Information Gathering powers and come up with squat?

It's presumably not unsolvable - you fail to find clues at crime scene 1, the Conspiracy has time to strike again and you try again at crime scene 2, and the players feel like there are stakes even though you're likely just going to repeat that holding pattern until someone gets a clue.
This is a general problem of having binary pass-fail skill checks, by no means limited to gathering information.

If a check to continue the adventure comes up with "fail", the party is blocked in their tracks. Inability to find a clue is not even nearly the worst offender - finding, say, that you just cannot climb a cliff on the other side of which the rest of your adventure lies, is much more frustrating. Detectives in detective fiction get into dead ends in their investigations, until a new piece of information presents itself, all the time, but fantasy heroes are pretty rarely stopped dead in their tracks by a failure to climb a climbable cliff or pick a pickable lock. Never mind what in some cases a failed check can give you a TPK. In DnD this is not so obvious, because magic replaces skills as a tool of continuing the adventure so fast, and because Take 20 is a quite clever rule, which shifts the question for checks without immediate consequences for failure from "did I succeed?" to "how fast?". But when running Savage Worlds this really struck me as problematic.

Assuming you don't wan't to rework the whole skill system (I was sympathetic to the skill challenges concept, too bad the execution was so awful), the only solution is to design the adventure in a way, where progress in the main plot cannot depend on a single roll.
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Post by Kaelik »

I've literally never seen an adventure in which failing a skill check prevents success in any meaningful way. They only way I could even imagine it is if there was some stupid as fuck time limit that you were racing, and therefore the fact that the casters prepared the wrong spells today was somehow super relevant.
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Post by PhoneLobster »

FatR wrote:This is a general problem of having binary pass-fail skill checks, by no means limited to gathering information.
While it's clear enough what you are trying to say you are saying it wrong. "binary" is not the right word to use, individual skill checks aren't really what you end up talking about. Ultimately you are just talking about whatever failure states are ultimately generated and complaining about game ending failure states compared to softer failure states which allow continued game play.

How stupid a game's fail states are is not really about "binary" anything unless the binary choice being resolved is "continue game Y/N", it doesn't have all together much relevance to social mechanics, it has limited reference to clue dispensing skills but only because many GMs can't run "mystery" games for shit, and it has the most relevance to physical combat or hazards in games that permit permadeath TPK fail states.

About the only common binary example of that you are likely to dig up is the "jump check across a stupidly needlessly fatal chasm" or equivalents with stupidly fatal traps. And that, especially the jump, benefits massively from becoming a predetermined known binary outcome in advance so people never make what should be a a negligible minor action with a chance at falling down the needlessly fatal chasm.
Last edited by PhoneLobster on Sat Oct 24, 2015 11:48 pm, edited 2 times in total.
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Post by hogarth »

FatR wrote:Assuming you don't wan't to rework the whole skill system (I was sympathetic to the skill challenges concept, too bad the execution was so awful), the only solution is to design the adventure in a way, where progress in the main plot cannot depend on a single roll.
True, but for me it's not just a matter of getting halted by a failed check.

In my experience, most GMs are dying to spill their guts about all of the awesome secrets they put into their adventure. So the options I regularly encounter are like the following...
Player: We ask around the local tavern for information on the bandits.

GM: (rolls) Okay, you discover that the leader of the bandits was the son of the priest of Shabooboo, but unbeknownst to him he was secretly cursed by an evil demon and blah, blah, blah.

Player: Hm, interesting.

(adventure continues)
OR:
Player: We ask around the local tavern for information on the bandits.

GM: (rolls) You don't find anything.

(adventure continues and comes to a conclusion)

GM: You guys never found out, but it turns out that the leader of the bandits was the son of the priest of Shabooboo, but unbeknownst to him he was secretly cursed by an evil demon and blah, blah, blah!

Player: ...uh, yeah, I guess that would have been cool, kind of.
Obviously this is a matter of taste, but I find infodumps after the adventure is over to be pretty lame as compared to something that's actually worked into the story.
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Post by MGuy »

hogarth wrote:
FatR wrote:Assuming you don't wan't to rework the whole skill system (I was sympathetic to the skill challenges concept, too bad the execution was so awful), the only solution is to design the adventure in a way, where progress in the main plot cannot depend on a single roll.
True, but for me it's not just a matter of getting halted by a failed check.

In my experience, most GMs are dying to spill their guts about all of the awesome secrets they put into their adventure. So the options I regularly encounter are like the following...
Player: We ask around the local tavern for information on the bandits.

GM: (rolls) Okay, you discover that the leader of the bandits was the son of the priest of Shabooboo, but unbeknownst to him he was secretly cursed by an evil demon and blah, blah, blah.

Player: Hm, interesting.

(adventure continues)
OR:
Player: We ask around the local tavern for information on the bandits.

GM: (rolls) You don't find anything.

(adventure continues and comes to a conclusion)

GM: You guys never found out, but it turns out that the leader of the bandits was the son of the priest of Shabooboo, but unbeknownst to him he was secretly cursed by an evil demon and blah, blah, blah!

Player: ...uh, yeah, I guess that would have been cool, kind of.
Obviously this is a matter of taste, but I find infodumps after the adventure is over to be pretty lame as compared to something that's actually worked into the story.
I just don't give them the details if the players don't find them. If I think up some exciting plot elements that don't get used then I will just save them for later. My time is precious and having some amount of unused work in my back pocket is always good.

Edited because phones are dumb.
Last edited by MGuy on Thu Oct 29, 2015 9:21 am, edited 1 time in total.
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Post by name_here »

Only tell the players information they didn't learn during the story if they ask or if they'll respond with "Oh, that's why. I was wondering about that."
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Post by hogarth »

name_here wrote:Only tell the players information they didn't learn during the story if they ask or if they'll respond with "Oh, that's why. I was wondering about that."
Obviously you guys have different GMs than I'm used to. Most of the ones I know love to blab on and on about the minutiae of their awesome campaign settings, or about the parts of the expensive store-boughten module we missed.
Last edited by hogarth on Thu Oct 29, 2015 2:20 am, edited 1 time in total.
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Post by name_here »

Admittedly, the GM I'm most familiar with does like to talk about background information, but it's always interesting so we let him.
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Post by Username17 »

hogarth wrote:
name_here wrote:Only tell the players information they didn't learn during the story if they ask or if they'll respond with "Oh, that's why. I was wondering about that."
Obviously you guys have different GMs than I'm used to. Most of the ones I know love to blab on and on about the minutiae of their awesome campaign settings, or about the parts of the expensive store-boughten module we missed.
I seem to recall you playing a lot of Pathfinder modules, and those adventure paths are pretty notorious for having several pages of backstory that the players have no real way to interact with or discover during the game. Other games I've been involved in haven't really been like that.

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Post by MGuy »

I GM most of my games and the few GMs I've played under have been the Storyteller type (which means we are forced along the rails and don't miss anything) or don't really say anything (I suspect because they largely make it up as they go). I'm not gonna say my experiences are particularly representative of how most people interact with hidden background fluff but over the years I've found that it is better to expand upon things the group actively shows interest in than to force info dumps on them just because.
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Post by Krusk »

I'd tend to agree with Hogarth. The majority of DMs I've played with are big on blabbing about some bullshit epic story that happened years in the past. Its super rare (in my experience, which counts for very little), to find a DM who is willing to skip over all that stuff, and just get to the game.

I will say it usually doesn't go down like that though. Where you ask a basic question and get BS vomited onto you. My experience is more that questions get frustratingly vague, non answers. You find all the world building shit you don't need/want to know when NPCs are monologue at you as they try to send you on a quest, or you hit the right triggers that cause the DM to pretend its a video game. (Oh you went to the bar and talked to the shifty guy, he launches into a 20 min IRL diatribe on the nature of the planes. Be quiet. Any questions you ask will get a vague bullshitty answer, so I can pretend to be mysterious)
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Post by hogarth »

FrankTrollman wrote:
hogarth wrote:
name_here wrote:Only tell the players information they didn't learn during the story if they ask or if they'll respond with "Oh, that's why. I was wondering about that."
Obviously you guys have different GMs than I'm used to. Most of the ones I know love to blab on and on about the minutiae of their awesome campaign settings, or about the parts of the expensive store-boughten module we missed.
I seem to recall you playing a lot of Pathfinder modules, and those adventure paths are pretty notorious for having several pages of backstory that the players have no real way to interact with or discover during the game. Other games I've been involved in haven't really been like that.
Yes, I think that's it. You can't easily transplant an unused idea from one adventure path segment to another one (and even if you could, rewriting a pre-packaged module kind of defeats the purpose) and the players are unlikely to play the same module a second time, so why not clue them in?
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Post by deaddmwalking »

FrankTrollman wrote:
hogarth wrote:
name_here wrote:Only tell the players information they didn't learn during the story if they ask or if they'll respond with "Oh, that's why. I was wondering about that."
Obviously you guys have different GMs than I'm used to. Most of the ones I know love to blab on and on about the minutiae of their awesome campaign settings, or about the parts of the expensive store-boughten module we missed.
I seem to recall you playing a lot of Pathfinder modules, and those adventure paths are pretty notorious for having several pages of backstory that the players have no real way to interact with or discover during the game. Other games I've been involved in haven't really been like that.

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I don't like being put in the position of defending the Paizo modules. They do have a lot of problems, but I don't think having history that is inaccessible is a very big problem. I'm running a PbP of 'Rise of the Runelords' and most of the background information can be discovered and/or made relevant perhaps with the exception of 'the Chopper'. That said, it could be used as a Red Herring, so it's not entirely a waste to know what happened there.

The bigger problem with Paizo adventures is that things happen a particular way regardless of what action the PCs take. The most glaring example in the first Rise of the Runelords adventure is little Timmy's dad getting his throat sliced the moment the PCs arrive. It doesn't matter if they show up at 3 in the afternoon or 2 in the morning, whatever time they arrive is the exact moment the dad investigates the closet and gets murdered.

So yeah, Paizo adventures tend to stomp all over player agency if you run them as written, but if you give the players agency then the background information actually expands the game in interesting ways.

Of course, I'm not deeply familiar with their total body of work or any of their newest adventures, so maybe they've developed this bad habit far more than I realized.
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