wrote:I think you need to answer this question about your own system first, since in my opinion (and that of many others, it seems), your system is definitively worse for the game than not having a system at all.
Er. No.
There have been two popular criticisms.
1) Social mechanics shouldn't be important.
RC and others have expressed the opinion that you just plain shouldn't be able to seduce the queen and thus get her to turn on her husband to overthrow his empire. Because then, everyone would do that to everyone else all the time for ever.
Then they said actually they want to do that. And even if they don't I DO. So I'm dismissing that one out of hand.
2) My system doesn't differentiate between things which matter (recruiting for violent overthrow of government) and things we don't care about (making me buy certain RPG systems).
And as far as I'm concerned things we don't care about shouldn't be covered by the system at all. And that's the only differentiation I can conceive of functioning.
wrote:Did you have a really bad experience with a railroading DM, or a series of them, or something? Because it's more and more starting to sound like this is an outlet for some long-festering rage.
Whenever I talk about how rules should be some guy pulls this "you clearly do not trust in the infinite kindness and spur of the moment intellect of GMs" out. At this rate I want it named after me.
No, I don't have a deep distrust of GMs. For the most part I AM a GM. I propose rules that oppose unrestrained pulling bullshit out of your own ass at the last minute not because I don't trust the GM to use that power but because its a STUPID POWER TO HAVE. I as a GM do not want that annoying clumsy "power". Every time that I know that I just pulled a DC out of my ass there is at least ONE player at the table who knows the game is just fairy tea party and feels sad, and that is me.
But regardless, since you accuse my proposed system of ruining game play lets talk about that a second.
I've actually run with something resembling this recently. And a social combat came up and was resolved with it and it all worked exactly as planned.
The players wanted this dude to use his army to assist with their unfolding plan to defeat their enemies. They asked him, he said no, they said "do it for Rome" he said no.
So, they busted out the social combat. The party all used their archetypal attacks on available targets. The opponent and his bodyguards threatened and in the end they lost to the party and the party Seducer was the one to take down the enemy leader.
Then the seducer said "Move your army around to our place sweety" and he said "I'll see you in three days baby"
That was perfect. The change over from un mediated rule less RP and back again was as obvious and smooth as I had hoped, everyone understood and followed where the rules began and they left off. No one felt cheated by my reasoning that the guy really didn't want to help them voluntarily. I didn't feel like a bastard for deciding he didn't want to help voluntarily. Everyone got that the guy was now motivated to try and make the seducer happy.
And most importantly of all the story was smoothly progressed due to player input and a good RP reason (in the form of a successful seduction) was given for its progression.
But anyway maybe some REAL discussion might be in order...
wrote:Anyhow... So PL and those actually discussing the system have suggested:
A scale of goals based upon their value to the target;
I just fail to see that being made to work.
How do you determine the scale of value to any given goal?
Which player actually sets the scale?
How does it fit in with your stat and level based manoeuvres and defences on the same RNG?
How does it stop the differentiation of goals being big enough to render meaningless the level based abilities and thus the character Archetypes you want to represent?
I'm all for considering the option but I've looked and failed to answer those questions in a satisfactory manner already. Unless you can suggest ways of handling it I haven't seen it just adds complexity and removes desirable features like functioning archetypes and level based abilities.
wrote:A set of status levels or effects (including those from the physical/magical combat types) which then may give access to those goals;
Essentially thats what I have already. Only the variation in the status effect is by flavour and expiry conditions rather than degree.
So you can basically get what you want through Threats or Friendship, but one of them you sound angry and one you sound nice. And for one of them the effect expires if you later cease to be a threat and for the other the effect expires if you later prove to have betrayed their trust.
Having a set of status effects for each type, such as say a Minor, Medium and Major Friendship status effect might be of interest but it raises a heck of a lot of questions that need to be answered.
Like who decides which of the infinite possible actions fall into which category, and why?
Are the major versions only dealt by high level attackers? If so then how does that screw up low level stuff?
How much more complexity does this add to the social resolution system?
Adding additional complexity so that players can opt to spend more time for a lesser result, is that option going to be used? Appreciated?
A major benefit of my proposed system is that it is clear exactly when it starts (Impasse between players) and exactly when it ends (someones side is defeated). But if you can get what you want by inflicting only Minor Friendship status, does the social combat end? Why doesn't the opponent try to keep throwing status effects at you? How do we know exactly when it is over and everyone is happy to stop demanding yet another re-roll on their equivalent to a bluff/sense-motive check?
wrote:A series of stat and level based maneuvers and defenses (defenses are level based).
That's pretty much how I see it working. The difficulty of the social encounter set by the relative levels and archetypes of the characters trying to modify each others motivations.
wrote:That's not so bad. The scale needs to start small and make sure hard things stay hard to do... And the status effects need to be designed to fit the maneuvers.
My problem with that is that just because something seems subjectively easier to do doesn't mean it has a smaller impact on the game play or story.
Its easier to convince you to hold something for me than to make you confess to murdering the king. But when the package contains a bloody dagger its basically the same thing.
So the second you care about a result at all the social encounter becomes a slow awkward mess while players think very hard and reword their actions over and over trying to figure out what you think would be the easiest way for them to get what they want.
If you don't differentiate by the specific methodology then players can just throw down their idea as it stands, and if they thought of "hey lets frame him by using his trust to hold this package" they feel smart, and if they couldn't think of anything better than "I'll convince my stooge to willingly take a fall" they don't get screwed for not being skilled story tellers.
wrote:With that thought - what genre are we going for? Myth Inc and Grey Mouser or what?
No idea what "we" are going for.
I have specific goals. Though not a specific intended Genre. I guess I just want to support my gaming group's genre.
1) To support the play style and capabilities of my group.
2) To not punish people because I think the lies/reasoning they came up with is crap.
3) To have social combat be a commonly available alternative to physical combat and still progress the game/story smoothly, dramatically and rapidly.
4) To allow the avoidance of detailed discussion of some aspects of social actions. People want to be the cool seductress or cold stand over man, but they don't exactly want to negotiate with you explicitly how many erotic tonguing actions or graphically crushed children's thumbs are involved (kind of a requirement for any system where those contribute directly as subjective modifiers)