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Social Combat in CT...

If I'm reading it right, it's too much "roll" playing and not enough "role" playing.

I got the idea it was no roll play, all role play, for which the player felt inadequate to the character's level of social influence, and if the player couldn't out-talk the ref (and I suspect I know who the ref thinks is the better there) despite the character's high assets, well tough luck.

But...

S4 would you engage the same procedures when it came to personal combat?

I may want to skip over something quickly, and keep the moving to the next encounter:...

Say...

"Roll 10+ to win the firefight, +2 per level of Pistol, +1 if Dex 10+."

And how would your player with the Pistol-1 take that? If they rolled an 6? And they were wearing some spiffy armor and had all C for physical stats? When there's this whole combat procedure thing where their stats and equipment preparation would have easily won the day and wowed the enemy?

I don't like the idea that many social encounters are diced, instead of role played. I think there's an appropriate time for either.

But anti-social (i.e. combat) encounters should be the opposite?

I think you're missing the point that many can't role play all the stats equally well. I've (sometimes) had a hard time playing above or below my mental stats, it has been a chore and not always fun at times. For me or the ref or the rest of the party. It would be much better to have a mechanic to fall back on. Same for social skills and stat. Just like physical and combat.

No one should expect RealLife me of moderate strength to lift a 100kg sack just to show that my very strong character can. There are rules and rolls for that. My role play job is to say that I lift it.

I think you're confusing character with script. As a high noble in the game my character should be powerful and influential and I'll role play that as best I can but I'll no doubt get the script wrong and it's the ref's job to say "Ok, (rolls dice, consults rules) the mob is enraptured by your social graces and wardrobe, they all bow on bended knee and pledge allegiance... What would you have us do for The Imperium Lord?"
 
If I'm reading it right, it's too much "roll" playing and not enough "role" playing.

Not really.

It works quite differently in several systems. At its simplest, it's state intents, make a single versus roll, and negotiate the result, THEN describe the debate in character. Roll first, the roleplay to the known outcome.

In the Burning Wheel family of games, it's a mini-game of its own. And there is plenty of Roleplay--- in small chunks, based upon the round's current rolls and chosen actions.

In Traveller, I've ALWAYS used the dice as the determinant of influence, bribery, oration, etc... if a player makes a good bit of RP towards it, I grant a +1 to the roll; if they pick an argument that makes no sense in context, a -1... But if you failed the task throw, no matter how F*ing persuasive the player is, the character wasn't.

It's a matter of separation of player from character. You are NOT your character; I've always hated it when the GM made puzzles in the game solely dependent upon the players figuring them out, except in games that don't have social skills and mental stats. If Palladium had had social skills, and rules to use them, I'd probably have played a LOT more Robotech...

Finding that BW/BE/MG and several others include specific detailed conflict systems for social conflicts was a pleasant surprise. Something I'd been trying to model well (and failing) in my own game designs. It was present in Hero Wars/HeroQuest (Gloranthan RP), but it didn't sink in in Robin's presentation of it.
 
and isn't the reaction table the essentially same thing? It had mods based on situation and skills IIRC.

I have to agree that sometimes we just are not able to correctly role play our characters in some situations (which is why I've almost always avoided the military type careers - I think I can tell which end of a gun is which....*) And it does depend on the GM a great deal as well as the players. And the type of playing you are doing. That and my quips are always about 2 weeks too late (and then no longer make any sense being so far out of context). I am NOT a fast thinker when it comes to social repartee! Some of my characters were, though, so it helped that we had a mechanism to see how things worked out beyond my personal ineptness (and perhaps the ref did give mods if I tried really hard - I know I did when I was reffing).

*the exception to this was my one gung-ho Imperial Marine, sporting her grav-belt combat armor a bit too often. Shoot first was pretty much her motto. A lot of fun to play against type. Not always so much fun for the others...
 
I got the idea it was no roll play, all role play, for which the player felt inadequate to the character's level of social influence, and if the player couldn't out-talk the ref (and I suspect I know who the ref thinks is the better there) despite the character's high assets, well tough luck.

That's it exactly. And in other groups I've sat in with you'd roll and would have to then Role-Play to the level you just rolled. Can't speak for anyone but myself of course, I can't role-play having a higher lever of streetwise than I do, or a higher level of seduction, etc. If I were playing a character with a lower social skill than me, that I can do, but not higher. And I'm not too keen on always playing the socially inept character.


and isn't the reaction table the essentially same thing? It had mods based on situation and skills IIRC.

True, but then the whole encounter is over in one roll. The GMs I've dealt with still expect you to be able to play at the level of your character, and if you don't say what they expect to be said at that level of a roll, then you don't succeed*.



*Yes I realize that this is an issue beyond what the rules can handle, but I prefer to have a system to fall back on in such instances.
 
and isn't the reaction table the essentially same thing? It had mods based on situation and skills IIRC.

In CT, no, it isn't even close. It's a singular roll, and further, it's not binding.

In MT, due to the clear means of adjusting the rolled level by use of tasks, yes, there is a form of social skills rules.

It's not quite to the level of a social conflict system, but it's about 2/3rds of the way there.

The full-on social conflict systems turn reaction adjustments into a mini-game, just like detailed combat systems turn combat into a mini-game.
 
If anyone is interested I can post my hacked together social conflict system for Traveller. It's still being playtested so you have been warned.

ara
 
If anyone is interested I can post my hacked together social conflict system for Traveller. It's still being playtested so you have been warned.

ara

Count me in the interested line if you're willing to share :) Not sure I can offer any real playtesting but I'll share what I think of it.
 
Give me a little bit and I'll cobble together my notes. It was used in a few games and it went okay. Let me see if I can snag my sister and have here do a place test so I can post an AP here to.


ara
 
Okay, here we go. This is cobble together from various notes and what not. So I hope it makes some since.

Social Contract Assumptions
There are a lot of this built into the rules and I don't know how to articulate them. The main one is the you have players that are willing to make decisions and take the lead.

Mechanical Stuff
Task/Intent system in place
Reward and consequences for taking actions
Stakes
Result of an given action will change the in game fiction (sis or whatever you want to call it)

Overall Purpose
-Make it appear that your character is correct
-It's not mind control
-Can't force another character to like or believe something but makes them agree to something for a time

Social Hit Points
Add up Int, Edu, and Standing
Roll vs 8+ with one of your social skills that is applicable to the argument, if successful add 1d6 to your social hit points

State you intent for the conflict, the task becomes the skills you use
Agree to the terms (meta-game), if I win you do X, if I lose I will do Y... etc

Summary - Bring argument (intent), set terms, roll dice, let the story continue

For you Intent find a skill that relevant as the task. Say, Admin. Jot down some quick notes on how you are going to use that.

Briefly roleplay out your argument including you intent and task. Your opponent does the same. Gather help or an extra die* then roll vs. 8+. Loser takes 2d6 off from the social hit points. On to the next round. In a tie neither argument is persuasive.

At any point in time someone can walk away or escalate to violence. Both have consequences.

Ending the conflict
If you lost no social hit points then you have a total victory. Your terms are carried though. If you lost some but not more then half you s.h.p then you have a minor compromise. If you lost more then half but not all then you have a major compromise.



I probably left some stuff out because it's in my head and not down on paper yet. Consider this a really crude sub-beta version.

I hope this is of some use for the OP

ara
 
What about two (or more) parties attempting to convince a third of something?

It's a situation that doesn't actually occur in "real" combat a lot of the time, but in social combat it occurs a whole lot. You can also call it a "Popularity Contest." Examples:

  • Two (or more) suitors attempting impress a lady. I included this one because it's the archtypical example and easy to understand. A number of men chatting up a lady at a fox hunt or a ball. Tests of wit and intelligence. The one to look like an oaf (violent, stupid, or both) loses.
  • Two officeworkers attempting to get their boss to approve competing projects. This would be social combat. As much as we'd like to believe that such decisions are based around rational comparisons, often it's simply a case of who your boss likes better.
  • Two lawyers making arguments in court. Again, we'd like to believe it's all about the evidence and fact, it's ultimately a popularity contest. Whoever can present a more compelling case and who the jury finds more palatable are overwhelming factors here.
  • Who's the real McCoy? A humorous one that you often see in sci-fi games. Like there's some shapeshifting alien. Other crew (who don't know you too well) burst into the room with guns drawn and find you and your doppleganger in the same room and both of you have guns as well. Make a good enough argument and you can attempt move onto the "remember when ...", if you don't they might decide to shoot you before you even get that far.
 
In an extended social conflict for trials, each point of evidence is a 1-use weapon. When you run out of weapons, you then start with the personality assisnation and innuendo.
 
This is interesting stuff. I've been thinking about something like this for a while, but it's never got off the back burner. I seem to recall some mention several months ago about the En Garde rules having a strong social conflict content. Meant to look em up...

An example problem I have experienced as a GM is having an all-male crew in deep space for months at a stretch. They meet a beautiful girl in a bar and all think "Uh-oh, obviously a GM-plant femme fatale - I'll keep it in my trousers."
Yeah, right!

I think some form of social combat mechanic would be more realistic in certain difficult-to-roleplay situations.
 
Hi, I know this is an old thread but...

Hi,

I know that this thread is a few weeks old but, recently while looking through some stuff on the internet I came across some info on an old RPG called "Freedom Fighters", by J. Andrew Keith that had some rules for dealing with "verbal interactions" that might be relavant. In those rules it suggests;

"Verbal Interaction rules allow the act of 'convincing' to be treated as a competitive skill use and allow room for the player-character's Attributes, Talents, and skills to play a part.

These rules should not be employed to needlessly slow down routine discussions or conversations where the Gamemaster has predetermined a likely reponse for plot purposes. They are designed to be used in critical or important situations where the players have determined upon a plan of action not anticipated by the Gamemaster as a means of assisting the Gamemaster to accurately and fairly handle Verbal Interaction with NPCs."


It also states that

"The Gamemaster should take care to keep the players from falling into the habit of paying more attention to numbers than to roleplaying. While it would be possible for a player whose character faces an uncooperative NPC to tell the Gamemaster 'I'm going to Reason with him" and then start resolving the purely mechanical aspects of Verbal Interaction, this approach takes much of the creativity out of the game. The Gamemaster should demand more involvement from the players, using the mechanics of the game to translate their intentions into game results in the same way that the rules on combat regulate a character's combat actions, but still leave room for creativity and planning.

The proper approach to Verbal Interaction-is to make the player tell the Gamemaster exactly what his character is going to do or say. Some talented role-players will do this brilliantly, with accents, gestures, and a fine demonstration of acting ability. Others will be less expressive, but can still convey details of their character's approach that are more precise than merely invoking one of the attack types. What arguments are to be used? What is the general tenor of the character's words and demeanor? The Gamemaster must encourage
the players to consider these, rather than fall back on pure game mechanics.

To urge players towards creativity in Verbal Interaction, the Gamemaster should be prepared to modify Attack or Defense Values in accordance with the amount of details the players provide. Thus, good role-playing can be rewarded with an increased chance of success, while those players who rely too much on picking attacks by the numbers without giving any thought to how those attacks can actually be applied should suffer large penalties. This need only be done when it is necessary to remind the players that they should be role-playing,
not simply roling dice.

Based on the approach adopted by the players, the Gamemaster is responsible for deciding what sort of 'Attack' is at hand."


In these rules there are 21 different types of verbal "attacks' that can be tried and the rules indicate which ones can be tried repeatedly regardless of whether each attempt is a success or failure, which can be made only once, and which can be made repeatedly only up until failure, etc.

The rules also give some examples of how you could try and role play out these "attacks".

For instance, a "Dominate" attack is described as an attempt to win cooperation through non-physical threats, or through the projection of moral superiority.

And the example given is:

Lt. Welles, USAF, is confronting a handful of deserters running from a Russian breakthrough. "You men are still working for Uncle Sam," he tells them. "I need a detail to load some weapons on that truck, and you've just volunteered - unless you want to spend the rest of the war in Leavenworth."

For a "dominate' type attack it suggests that in this game a character's Will, Social Standing, Sophistication and Rank could be used as positive modifiers for such an "attack", while the NPC's Will, Social Standing, Independance and Rank would be used as a defensive modifier.

Anyway, as such, these rules kind of seem like a potentially useful supplement to normal role playing helping to quantify, and regulate interacting with NPCs (though the rules look like they are mostly based on a percentile system).

Anyway, I thought that this stuff might be of interest to some as an example of how some of this stuff might be incorporated into a game, and I notice that a PDF of these rules are currently on sale at DrivethruRPG if anyone is interested in them.

Regards

PF
 
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Moderator Mode=On:
Thread Necromancy
Is not an infraction round here... people have restarted conversations years later. A couple weeks is a piddling nithing.


Moderator Mode = Off:
Hey, cool, I knew I'd heard of social combat prior to Burning Wheel... thanks for jogging my memory
 
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As Aramis said, PF, a week or two is no problem at all - especially when you have something good to contribute like this. I, for one, will be investigating those rules - thanks. :)

Real thread necromancy is when you resurrect a thread after three years to say 'me too'.

That green font is a bit difficult to read, though, Aramis.
 
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