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Posted: Thu Nov 12, 2009 10:34 am
by PhoneLobster
Social Combat in RPG systems, at least in this context, is basically short hand for an oppositional mini game.

What exactly you propose as an alternative I cannot imagine. Since the options are basically oppositional mini game or "Mother may I" negotiations.

Posted: Thu Nov 12, 2009 10:48 am
by 老子
There are ways to model things other than combat with rules, right? And yes, I would suggest non-oppositional as a start, since convincing someone to do something is only opposed when a third party is present trying to convince them to do the opposite. The possibility of failing to be convincing does not mean that the other person was opposing you in some way; you may not have offered reasons they find compelling, there may simply be no reasons they would find compelling, or they may simply not have been paying attention.

Posted: Thu Nov 12, 2009 10:50 am
by PhoneLobster
That is not a workable model. What do you even spend your social game time DOING in that model?

What next? Physical combat isn't oppositional too? Waving a sword at someone needs to be opposed by a "third party"?

Posted: Thu Nov 12, 2009 11:00 am
by 老子
Physical combat is oppositional because the person you are attacking is doing something in response. The person you are trying to convince to do something probably isn't going to take any action, social or otherwise, unless the convincing is done in a particular social format. For example: I ask the man next to me "please buy me a soda". Their response may very well be to ignore the crazy person; this is not an action, it is the very definition of a non-action. It would only be an oppositional interaction if they /had/ to do something, say give me a reason not to do as I request, or convince me to stop asking, in response or else be convinced. (Parallel to combat: in combat your opponent must do something in response to your attack or die.) But most social interactions don't work like that. For example, I am now going to bed, and tomorrow I may not have enough interest to respond to whatever you have to say in response to this. But my hypothetical future lack of a response doesn't mean that you have succeeded in changing my mind about anything.

Posted: Thu Nov 12, 2009 11:04 am
by Orion
PhoneLobster wrote: Then frankly your intentions are both opaque to players and basically stupid.

You want the succubus to be more likely to win social combat just make her more likely to win it.

Do not make her more likely to ONE DAY win a social combat through the "mechanism" of losing all the time until she finally wins just once. That isn't good game design in the eyes of anyone not crazy.
Are. You. Insane.

Getting things out of people should have an associated risk. Otherwise, why use a combat system? Getting MORE stuff should carry MORE risk.

The mechanism of "losing all the time until you win once" is also called MAKING CONCESSIONS.

Maybe you want a god to "stop murdering my people," but before you can do enough damage to kill him he convinces you to "give me your jewels," then "go burn down the Temple of Gruumsh" -- each time you comply with his demands, you get more social health and can continue your attack.

As far as seduction goes: are you HONESTLY SURPRISED that flirting with, then hitting on someone over the course of several interactions while doing them favors is the most effective strategy for bedding them.

REALLY? I knew the Den was not smooth operator central, but damn.

Posted: Thu Nov 12, 2009 11:32 am
by PhoneLobster
OK the social combat discussion here is going right to insane town.

I tell you what.

Put together your system.

I did mine, it actually works.

I know yours won't and I know that you will hit obstacles you can't overcome before you even complete building it.

But the best way to learn that is for you to actually try to build your insane system.

I pretty much got to where I am by trying this bullshit "have it every way at once" scenario your shifting goal posts style of social combat involves and realising I just couldn't make it.

Mind you by the time I got to stuff like your "seven successive failed social encounters for one successful social encounter is good, NO REALLY STOP LAUGHING" I knew that ship was sunk.

So maybe you can't even help yourself.

Good luck anyway. Sanity is always just around the corner.

Posted: Thu Nov 12, 2009 11:55 am
by shadzar
老子 wrote:For example, I am now going to bed, and tomorrow I may not have enough interest to respond to whatever you have to say in response to this. But my hypothetical future lack of a response doesn't mean that you have succeeded in changing my mind about anything.
Holy Crap!

You think you can convince anyone on the internet of that? Those crazies always think no response means an admission of defeat.

Posted: Thu Nov 12, 2009 3:44 pm
by tzor
I am still somewhat confused by the notion that since not all social interaction requires two sides in offensive mode (an odd concept since we really have not defined this for social interaction) it cannot be considered in the same light as a “combat” scenario for terms of underlying rule mechanics.

I mean seriously, I coup de grace the sleeping victim … that’s a combat maneuver where the opposition is not actively attacking in kind.

In a lot of cases the best “defense” is “offense.” In this case the only reason why the person is attacking is because he wants to prevent you from attacking him.

In short (and by way of an example) FUCK OFF YOU WORTHLESS TWIT!

(Oh good, I bruised his ego and he’s walking away. Not what the hell was he trying to tell me? Something about how only one side was making social attacks? Bah humbug. Normally I never have a battle of wits with an unarmed man but he started the fight.)

Posted: Thu Nov 12, 2009 4:47 pm
by Username17
But it is also and importantly true that many times only one person will care about the outcome of a conversation. The king doesn't give a crap who inherits Eisenport, he just needs someone to end up being the Count. Obviously, you want to end up getting the county, and during your conversation you're going to try to convince him that you'd be a good candidate. But he's not opposing you in any meaningful fashion. And he might rule against you anyway.

Frankly, the combat model doesn't seem to make a lot of sense, because there's no obvious "opponent" in many such conversations. You have some goal of getting information or getting someone to enact some plan or whatever, but there's no opponent. No opponent means no combat. There are already models in d20 for generating variable levels of success in the absence of meaningful opposition, such as Jumping and dare I say it... Diplomacy.

And while I think the d20 system goes seriously off the rails as far as numeric discipline goes, and I would genuinely like to see a system more engaging than "shake the bard at it" - the fact remains that the game doesn't really get anything by modeling trying to convince the janitor that the Regelians are attacking as a sword fight. He's not fighting. He doesn't have any goal that involves anything analogous to knocking you out.

-Username17

Posted: Thu Nov 12, 2009 5:01 pm
by shadzar
How exactly does it work in 4th? 3 passes before 3 failures or something, but what could be gained in Frank's example?

"Social combat" as it were could work in subsets of social interaction. The preface to, or preventing of actual combat. Like getting info out of prisoners.

But it won't fit all situations, such as the king and the count; or the person that wants you to listen, and you don't vcare what they have to say.

Posted: Thu Nov 12, 2009 5:33 pm
by Roy
Funny thing is that it had to be Shadzar who brought in the abortion of 4.Fail rules into it. Complete with its 'You Pass' or 'You Fail' depending on version.

But despite his attempts to be persistently unhelpful, he actually has bettered the discussion.

Don't put multiple dice in. Probability will make results lean hard towards one extreme or the other, just like Skill Challenges and they will fail for the same reasons in the same way.

Course, rolling a single die isn't very satisfying, so I'm not sure what the fuck you're supposed to do, exactly.

Posted: Thu Nov 12, 2009 5:55 pm
by Username17
Roy wrote:Funny thing is that it had to be Shadzar who brought in the abortion of 4.Fail rules into it. Complete with its 'You Pass' or 'You Fail' depending on version.

But despite his attempts to be persistently unhelpful, he actually has bettered the discussion.

Don't put multiple dice in. Probability will make results lean hard towards one extreme or the other, just like Skill Challenges and they will fail for the same reasons in the same way.

Course, rolling a single die isn't very satisfying, so I'm not sure what the fuck you're supposed to do, exactly.
The reason that multiple die rolling just leads to "you pass" or "you fail" in 4rry is because there are only two possible results: passing or failing. With a large number of die rolls, you'll tend to get more hits than misses if and only if each die roll is more likely to generate a hit than a miss. But if you roll dice nine times and actually have 7 hits generate a different result than 6 hits, you sidestep that problem.

Indeed, if you have five possible results on each die roll (major failure, minor failure, no decision, minor success, major success), then you could potentially have 15 different results from just two die rolls. If order matters, you could have 25.

The 4.fail skill challenge rules have no real excuse to be that bad. If you're rolling 9 dice you can generate 10 distinct results even if each die roll only generates a hit or a miss. The fact that the 4.fail skill challenges generate only 2 is totally inexcusable.

-Username17

Posted: Thu Nov 12, 2009 6:05 pm
by Roy
Now here's the question: How do you fiat up 5 possible outcomes for everything, and how is this any simpler than using MTP on the entire process instead of as a means of adjudicating the outcome? Currently you only need to fiat up two outcomes, and since it is fiat it likely is not decided in advance.

Posted: Thu Nov 12, 2009 6:08 pm
by violence in the media
Maybe we should figure out what sort of scenarios we want this system to support and work from there? I don't think we should worry about haggling with merchants over trivial bullshit at all. The 30 to 50 gold you might save on your masterwork sword is not worth the wasted time of all the other people at the table. I hate to break it to you, but we're not entertained by your "roleplaying" there, ace.

As far as social combat itself goes, you should probably need to initiate it with an opening line, especially if you're approaching random people. After that, you can get what you're after either by controlling someone's actions or their desires. If your goal is to get a discount, the shopkeeper might give it to you if it's more trouble for them not to (controlling their actions), or they might give it to you because they like you and they want to (controlling their desires). If your goal is to bang the queen, you might get to do that by threatening to raze her country or by charming her skirt off. If you want to turn her against the king, maybe you threaten her child or present her with evidence of his weakness, villainy, or previous betrayal.

Also, station and reputation should matter. People do what the emperor or chief wants, sometimes only because they're the emperor or chief. It shouldn't be automatic or complete control, but it should help. The Dread Pirate Roberts is more intimidating than you because he is the Dread Pirate Roberts, Terror of the High Seas, and you are not. People have heard of the Dread Pirate Roberts--they don't know who the fuck Wesley the stable boy is. We should stop looking at it from the standpoint that having a +30 Intimidation bonus makes you the Dread Pirate Roberts, and instead view it that being an immortal, cutthroat, ruthless pirate bastard makes you the Dread Pirate Roberts AND you happen to have a +30 Intimidation bonus.

Posted: Thu Nov 12, 2009 6:38 pm
by hogarth
Roy wrote:Now here's the question: How do you fiat up 5 possible outcomes for everything, and how is this any simpler than using MTP on the entire process instead of as a means of adjudicating the outcome? Currently you only need to fiat up two outcomes, and since it is fiat it likely is not decided in advance.
Actually, in 3.5, you need to fiat up five (or maybe six) outcomes: one for each of Hostile, Unfriendly, Indifferent, Friendly and Helpful (and maybe Fanatic, if you play with that bullshit). Now some of those might collapse into one category (e.g. Unfriendly and Indifferent both mean that you fail with no other consequences), but they're still there.

Posted: Thu Nov 12, 2009 7:04 pm
by Roy
hogarth wrote:
Roy wrote:Now here's the question: How do you fiat up 5 possible outcomes for everything, and how is this any simpler than using MTP on the entire process instead of as a means of adjudicating the outcome? Currently you only need to fiat up two outcomes, and since it is fiat it likely is not decided in advance.
Actually, in 3.5, you need to fiat up five (or maybe six) outcomes: one for each of Hostile, Unfriendly, Indifferent, Friendly and Helpful (and maybe Fanatic, if you play with that bullshit). Now some of those might collapse into one category (e.g. Unfriendly and Indifferent both mean that you fail with no other consequences), but they're still there.
But you really don't, because they'll stay in whatever state they're in for as long as it takes you to shake the Bard at it, and not an instant more.

Also, coming up with general mood and coming up with specific reactions to different things are not the same thing.

Posted: Thu Nov 12, 2009 7:23 pm
by hogarth
Roy wrote:Also, coming up with general mood and coming up with specific reactions to different things are not the same thing.
I guess it depends how you play it. Generally, I thought many/most DMs (or prepackaged modules) used Diplomacy in the following way:

"Bob the were-manatee starts out as Unfriendly to the party. If the party can change his attitude to Friendly, he will tell them where Gunther is, and if they can change his attitude to Helpful, he gives them a +2 kukri of Dugong Bane. If his attitude is changed to Hostile, he attacks."

Posted: Thu Nov 12, 2009 7:38 pm
by koz
hogarth wrote:...were-manatee...
Image

Wtf?

Posted: Thu Nov 12, 2009 7:46 pm
by Roy
Good point. But that's still different than starting out with the goal of say... getting the Bane weapon from him.

Posted: Thu Nov 12, 2009 7:49 pm
by PhoneLobster
Roy wrote:Now here's the question: How do you fiat up 5 possible outcomes for everything, and how is this any simpler than using MTP on the entire process instead of as a means of adjudicating the outcome? Currently you only need to fiat up two outcomes, and since it is fiat it likely is not decided in advance.
Watch carefully Roy as any "system" developed here specifically fails to answer this question.

Posted: Thu Nov 12, 2009 8:17 pm
by MGuy
@IGTN
Getting 10% off should be ad-hoc if you're going full social combat, or just reduced to a single check (negotiation skill roll). A 10% discount would be the merchant choosing (rather than being forced) to yield early to avoid further threat.

Maybe have a tacked-on system where, if you want to haggle over prices, you get one attack, and a discount dependent on how hard you hit in that one attack. If you want to press further, the merchant hits back. Possibly even do an initiative roll for such negotiations, so the merchant might have a chance to hit you before you even try, and just run for one combat round.
This goes along with that whole difficulty thing. I guess another Social/Combat option I neglected to mention was surrender. If the merchant is attacked and sees that the player REALLY once that pitiful 10% off he can just say "ok" (surrender) seeing as though if he's not defeated immediately he probably doesn't have the resolve or any real benefits from trying to defend against it and combat can end early and everyone can go home early. That's a busy merchant and he has harder deals to handle than that.
Changing the subject, I don't really see a whole lot of need for specialized maneuvers on nonspecialist characters. Instead, you have an analogy or two for every normal combat maneuver, available to everyone. Disarm might have taking an item, which analogizes to physically pulling the sword out of someone's hand and running off with it, except that it's easier if their psychological grip is weaker instead of physical grip, so, while it's easier to get a few coins or gems (from a rich adventurer) that way, it's harder to get their sword or even their whole wallet, as one analogy. It might also have another analogy where you stop someone from attacking effectively (maybe call it "shaming" or something).

You also have your default move, analogous to autoattacking, and analogies for the rest of your combat maneuvers, and then you just need to bring social abilities into line with physical abilities (that is, taking HP in the same quantities), and then figure out the consequences of being dropped (bearing in mind that beating someone in social combat is as hard as killing them, so you should gain as much). I personally like the idea of a suggestion or geas more than charm, though, for consequences.
On this we agree. I think that most maneuvers should be general. Just like anything can run, jump, attack, and hide many social maneuvers should be things anyone can do. There's no need for spell related equivalences if we're just allowing spells to be used in social combat (and i readily assume we are) we just have to adjust the effects depending on how social combat goes.
@PL
Whut?

This is d20 this time round right? The only thing that is outrageous at low level is taking on much higher level opponents. And thats not a circumstantial modifier now is it?

Ragged street rats convincing level appropriate opponents to surrender and assist them is pretty important.

I'm very much not on board a system where level 1 street rats social fighting level one giant rats aren't allowed to attempt anything better than a 10% discount on giant rat merchandise.

I expect them to be doing things riding giant rats into their next battle.

And really when they are level 13 demigods I sorta expect them to still be doing basically the same thing only with dragons.

So this whole "certain social options don't open up until high level" really doesn't sound especially nice to me.

I'm not saying the options aren't available. They are but you'd have to have modifier's and abilities that make the combat lean your way in order to do it. Making it more unlikely that you'd be able to pull off outrageous maneuvers at starting levels.

A street rat forcing some random person to surrender their belongings isn't an outrageous maneuver. To place it in the frame of what I've posted so far it would be a Market arena Social combat. The street rat would go through by using intimidation with goal "take your stuff for free". While the target would be on the defensive with goal "keep my stuff". The target's apparent risk if unarmed and untrained against an armed or physically intimidating mugger would be high. While the mugger's would be relatively low. Though it will likely increase the more time it takes to complete (assuming there are authorities that might stop him) which would tactically make him use his big threats to start off like, "I'll kill you!" and "Hurry Up!" Both just threatening actions really if you wanna keep it totally abstract. While the victim (most likely a commoner) can at this point try and run or surrender. Now if he runs it starts a fight and that goes over to combat. If he surrenders, mugging is successful. If he decides to hold on for some reason than its likely he has something of importance on him. This might increase his apparent incentive to hold on to it. If this is the case he might resort to using rhetoric in hopes of delaying the encounter until the mugger's apparent risk is as high or higher than his forcing the mugger into making a beat him in this social conflict faster (to kill off his Social HP), retreat, or start a fight. If what the victim has on him is worthless than the victim has no incentive to keep it and he will most likely lose to the fear built up by intimidation or surrender before then fearing that the mugger might resort to violence before his social hp runs out.

There is a point where you have to make SOME decisions.

The decision on whether to run, sword, or social is a tactical one that you pretty much HAVE TO (and should) leave in the GMs hands. Much as the choice on whether the character involved will sword or run when faced with an opponent set on swording in the current rules.

That's sort of OK. What you need to do is make the social, flee, and attack all be viable and interesting options in at least some likely in game circumstances.

When it comes down to choices its about making those choices interesting and viable. Choices aren't in and of themselves bad. Its choices between "Infinity", "Screw You", and "Wait, what the hell would that even MEAN?" that are bad.
I can agree with that but I'd like for PCs to be able to wrangle people so that they can't always use a "retreat" maneuver in social combat. But I suppose that could just be another maneuver set. Maybe something like "trapping", "force combat", or "lure"
A lower level opponent is only the same as a higher level opponent with a "lesser combat goal" to defeat if, and only if, the higher level opponent has any reason at all to submit to that lesser combat goal.

If Achilles MUST cop the big one when you kick his ankle then that does in fact make him a lower level challenge. But if the only thing that makes that a victory is Achilles for some inexplicable reason agreeing to stop the fight at that point...

Well I think the problem is pretty clear.
But even lower level opponents have situations that would be favorable for them. Such as having a lot of allies around, having sufficient cover, being hard to find, etc etc etc. A lower level social combat being waged over low level goals means nothing to a higher level person. A beggar combating for a few copper doesn't mean much to the wealthy merchant and will likely be met with a retreat maneuver "Shrug off". If higher level combatants meet up and one decides to pursue a low level goal (10% off) different abilities and maneuvers might come into play "such as raise the stakes" or "Bait and Switch" that could easily escalate this or the other side may surrender purely for the convenience or add in a little social poison maneuver like "guilt trip" or "you're breaking my balls man". They would be easily as likely to throw some rhetoric at them to soften them up or test their defenses for the REAL negotiations.

But how do you define the amount of inconvenience?

Who does that? On what scale? By what terms?

Do we have a guide? A table? What?

But still more importantly. When you achieve the minor inconvenience (or not), why doesn't the social combat continue with retaliations from the loser or pressing for more from the winner?
A set of Tables I'd wager. Again if this is going to be as deep and detailed as combat there will be quite a few modifiers. In combat you have many things that affect attack bonuses, targeting, circumstantial bonuses, other skill uses, are you standing/sitting? Do you grab him with one hand or two? Did you charge before Bull Rushing? and I'd imagine the same things would put into Social Combat though I still only have a vague idea of what other people want out of this.

Also: I don't know why you might want to step out. I find your hard hitting questions useful for ironing out the edges of this thing. Hell in just a few hours yesterday and some pondering today I have a bit of a framework for a social combat system I hadn't even planned on making. Since I'm still trying to amass a collection of various d20 products and people's house rules and home brew material I'd love to see some of your work so I can extract ideas for my own project.
@Frank
But it is also and importantly true that many times only one person will care about the outcome of a conversation. The king doesn't give a crap who inherits Eisenport, he just needs someone to end up being the Count. Obviously, you want to end up getting the county, and during your conversation you're going to try to convince him that you'd be a good candidate. But he's not opposing you in any meaningful fashion. And he might rule against you anyway.
In this case the King will just use a "surrender" maneuver and let you have it. The only way you'd be opposed in this situation is someone else is trying to take the position. At this point you'd have to use your social skills against each other until someone loses which would have the King picking the winner.
Frankly, the combat model doesn't seem to make a lot of sense, because there's no obvious "opponent" in many such conversations. You have some goal of getting information or getting someone to enact some plan or whatever, but there's no opponent. No opponent means no combat. There are already models in d20 for generating variable levels of success in the absence of meaningful opposition, such as Jumping and dare I say it... Diplomacy.
This is untrue. The only way you can do anything social is if there is another person. They might not be an opponent in the adversarial sense so I guess you'd call them a target. A target is just that until it opposes you. If the target doesn't care about your efforts than they can surrender or retreat (shrugging you off). This would mean part of the strategy of social combat will be preventing that from happening by approaching a target with the right maneuvers.
And while I think the d20 system goes seriously off the rails as far as numeric discipline goes, and I would genuinely like to see a system more engaging than "shake the bard at it" - the fact remains that the game doesn't really get anything by modeling trying to convince the janitor that the Regelians are attacking as a sword fight. He's not fighting. He doesn't have any goal that involves anything analogous to knocking you out.

-Username17
Well rallying the janitor would be about as useless as killing the janitor. Killing him is covered by the combat rules no matter how trivial it is. If the social system is going to be the same than having rules for it will happen. Does it matter if you do it? No. Just like it wouldn't matter if you started murdering beggars in the night. But since it is covered in combat then convincing a beggar to leave you alone should be covered by social combat.

@ Roy
Now here's the question: How do you fiat up 5 possible outcomes for everything, and how is this any simpler than using MTP on the entire process instead of as a means of adjudicating the outcome? Currently you only need to fiat up two outcomes, and since it is fiat it likely is not decided in advance.
This is easy as well. If we have different ways of attacking in Social Combat and there are different social status effects and damage tracks you can have those social damage tracks produce different results. You can intimidate someone to get what you want but their disposition towards you worsens making it more likely they'll try and screw you over later. Seduction requires you spend more time and possibly resources with the target but improves their disposition towards you which is likely to give better results. You can of course go with the tried and true Diplomance which won't change their opinion of you but is the most straightforward form of social combat. You can Bluff and falsify your way through it which will emulate the effects of the other combat forms but the effects will be more temporary and the disposition will always be worse off if your bluff is discovered. There are probably a number of other ways to do it but those are the ones that come off the top of my head.

Posted: Thu Nov 12, 2009 8:37 pm
by RandomCasualty2
Orion wrote: PL's system is more logical than it sounds, he's just bad at explaining it. Believe me, I've banged heads with him plenty in the past.

Haggling over prices doesn't end in someone selling their soul because he recommends *not using social combat* in that circumstance. He would presumably be okay with a Shadowrun-style Negotiate check for that, but he's ever said one way or another.
But at that point, what good is the system? His system isn't even really a social system, it's just some skill based dominate person ability that he's handing out.

His system can't literally handle basic social interactions like asking the king for more money on your quest, seducing the barmaid into sleeping with you, a staring contest between two warriors or talking the king into making you the next duke. You can't even do court case where it's a prosecutor and a defense attorney trying to convince a jury. Literally you cannot model any basic social encounters because losing any of the above encounters doesn't make you a mindless slave.

Really, I can't figure out what it's good for as far as being an actual social system given that it doesn't model any of the social encounters you'd want to run in an RPG.

Yeah okay, so rogue's can cast a special dominate person. But where's the actual social system for you know... talking to people?

Frank said it well above. Many social encounters just are not analogous to combat and modeling it that way is going to have definite disadvantages.

Posted: Thu Nov 12, 2009 8:40 pm
by Username17
MGuy wrote:In this case the King will just use a "surrender" maneuver and let you have it. The only way you'd be opposed in this situation is someone else is trying to take the position. At this point you'd have to use your social skills against each other until someone loses which would have the King picking the winner.
Then your system sucks, because that isn't how lobbying works at all.

You don't lobby with a hostile lobbyist in the room, nor does the government official throw down their decision while the lobbyist is still there. What happens is that each person goes to the King separately and makes their case separately. The King listens, he doesn't surrender.

And then, after he's heard all the lobbyists, he goes and thinks about it long enough for charm person to wear off and makes a decision. And that decision will be in favor of whoever presented the best case in his opinion. Which means that it's not analogous to fighting anyone. It's analogous to, well, making diplomacy checks and then comparing who got on the best terms with the King.

I'm totally on board with a single d20 roll being uninteresting, and with "I use diplomacy! I use it so hard!" being an unengaging character decision. But it's not combat. It will never be combat. It genuinely needs a different resolution system because none of the conceits of the D&D battlefield meaningfully apply.

-Username17

Posted: Thu Nov 12, 2009 8:43 pm
by MGuy
That would then bring up the subject of Social Arenas that I mentioned earlier in this thread. With the changed setting the process each maneuver would take more time (days maybe weeks) to perform. And when one side has lost it will be represented by the King giving the winner the position.

Posted: Thu Nov 12, 2009 8:53 pm
by PhoneLobster
MGuy wrote:Also: I don't know why you might want to step out.
I am demoralized by Orions utter impermeability to reason.

Also now frank is on here lobbying with his usual dishonesty and slight of hand for a system that amounts to a slightly cleaned up Diplomacy as per d20 status quo.

Which is to say, basically no fucking rules at all.

And you know I've done this argument in depth like five times already. And had to endlessly repeat myself each and every time for the slow guys like RC.

One vague run through is enough. You've picked up some good points, now try to put it into practice.

But also watch Frank and the others carefully and take the time to notice.

They are advocating a game of mother may I ruled over by out of control arbitrary shit. Then pretending its a system rather than some rules lite pretense of a system.

Watch it fail. Learn from that.

Then create a system that has actual rules, or go full on rules lite, and in either case laugh in their faces as they flail around with incomplete unworkable hybrid crap.