Been thinking about this, partially because of threads on RPG.net, and partially because it's the one thing that seems to get people's hackles all atwitter. Go ahead, chop my character to little bitty pieces, but god forbid that he be /persuaded/ to lower his weapon. Like the fact that PCs will often rather die than be captured, there's a weird disconnect there, and it's reflected in the mechanical landscape of many RPGs...social skills and abilities tend to be rather sketchy, limited, and often Do Not Apply to PCs. This makes playing either a socially strong or socially weak character to be more difficult and often useless. And, fair caveat, I really don't like consent based gaming, so yeah, I want robust mechanics to handle these situations, just as for combat.



1. Political Influence Rules. A system where every character has a Status resource, and that resource determines social class (Not wealth! The two do not necessarily go together, /especially/ in societies where social status is based on breeding) within their native culture. If you broke it down into a 1-10 spread, slaves would be 1, the average adventurer or merchant type would be 3-5, a typical noble courtier would be 6-8, and most royalty would be 9-10. In attempts at political contests, your Status and the Status of your target would give you modifiers to the difficulty...affecting the social position of someone more powerful than you is harder than harassing a member of the lower classes. There would be penalties to your Status outside of your native culture; nobility in one land is likely to be seen as an amusing barbarian with pretentions in another land.

Political attacks could be skills based, depending on the type of attack. Proximal attacks would not involve confronting the target directly...rumormongering, persuading mutual acquaintances to support you not them, etc. These would require a Diplomacy skill to initiate, and a Perception-equivilant check to notice before they reached critical range, and then a Diplomacy check to counteract. If unnoticed in time, or unsuccessfully countered, the target would temporarily lose a certain amount of status, based on the degree of success. Direct attacks would be against the target openly: snubbing, a contest of wits, etc. Self attacks would be for the purposes of boosting your own Status, not attacking another specific target. If you can boost your own Status, or depress another's Status for long enough, you can bring about a permanent change in Status. A 'critical failure' on your part or critical success on your target's part could create a backlash against you.

2. Social Influence Rules. Unlike political influence, this is person-to-person, and all about getting one person, or a small group of people to agree (or at least go along) with you long enough to accomplish your goals. Your stereotypical persuasion/lying/impersonation/seduction attempts. Honestly, the typical skill+stat attempt is, in my opinion, fine for these purposes. I would like to see a more unified mechanic for resisting these attempts, however, and for Status differences to give modifiers one way or another. (Despite the huge numbers of gamers playing Teh Great Rebels With Authority Issues, most people /are/ more impressed by a higher status person than by a lower status one.)

From: [identity profile] cappadocius.livejournal.com


All d20, so if you don't like the system, you're screwed, but:

The Medieval Player's Manual from Green Ronin has some seriously badass rules for (Medieval) Academic Disputation treated as a combat, with all the weight and depth given to d20 combat.

The Penumbra line over at Eden games has a Social D&D trifecta of goodness - Dynasties and Demogogues for Political Intrigue, Crime and Punishment for Courtroom Drama, and (much less useful), Love and War has some stuff on Chivalry, but not much for what you want.




From: [identity profile] pyrephox.livejournal.com


Ooooh, interesting! I like D20, and have been considering running a D&D campaign with my RL group, at some point. I'll have to look at some of this stuff. Thanks! :)

From: [identity profile] syndarr.livejournal.com


The new edition of Exalted has rules for "social combat", which I believe is pretty much what you described in your second point. This makes me extremely happy, since I'm playing a character who is insanely socially-weighted. He's not especially intelligent (human average), but he's very charismatic and absolutely drop-dead gorgeous, so what he says isn't really as important as how he says it. :) Plus he's spent about twenty years of his life in the business of "entertaining" high-society types, so he's got the experience to back it up as well.

I haven't had the opportunity to engage in any social combat yet, but I think it works a lot like physical combat, only substituting the appropriate Social attributes (Charisma, Manipulation, and Appearance) for Strength, Dexterity, and Stamina (though I forget exactly what corresponds to what), and adding social skills like Performance and Presence to the roll as needed.

From: [identity profile] pyrephox.livejournal.com


I know they've got some stuff, but Exalted leaves me so incredibly cold that I can barely read the description without my eyes glazing over. I do find the implementation of social situations as just another type of combat to be interesting, though, and possibly a reframe that can get over a little of the instinctive 'ick, mind manipulation!' factor with a lot of players.

From: [identity profile] jackwalker.livejournal.com


I should probably insert a plug for Dynasties and Demagogues, written by [livejournal.com profile] spacecrime and published by Atlas Games as part of their Penumbra line. It's geared toward high-level politics rather than low-level persuasion or social interaction, but it's got some neat ideas in it.

From: [identity profile] pyrephox.livejournal.com


Second recommendation! I'll definitely have to look it up. :D I'd really like to see some good rules for it.

I confess, I've always wanted to play in a game set at some high-level, finicky Court, like an Imperial China analogue, that was nearly /all/ intrigue and social-fu.

From: [identity profile] cpip.livejournal.com


Well, you know, I have this idea for a game set at the Elizabethan Tudor Court, where it IS almost all social-fu and intrigue...

From: [identity profile] pyrephox.livejournal.com


And you TAUNT us with you, you mean mean man. :D I mean, you know that I would be jumpin' all over that.

From: [identity profile] cpip.livejournal.com


Well, I had so many problems with the IN port of it that I burned out and hard. Now that Jen's getting back into Tudor history, I may give it another shot, either in In Nomine or another system.

From: [identity profile] pyrephox.livejournal.com


Wheee!

I admit, an IN game would make me all warm and fuzzy, but there are plenty of other systems it could work for, too. :D

From: [identity profile] cpip.livejournal.com


Well, I've been away from thinking in an IN vein for a few months, barring the occasional INC game. Maybe I'm ready to revisit it with a fresh, rejuvenated mind.

From: [identity profile] pyrephox.livejournal.com


Whee!

I yearn for more IN. Crazy, strange system that it is, I am sad not to be involved in a steady game any more.

From: [identity profile] aerlorn.livejournal.com


I agree. I miss IN. And my demon. He was a right bastard but I loved him and I like to think others had a little love for Jack too.

From: [identity profile] cpip.livejournal.com


There was much love for Jack. Especially from Lu, because Jack was competent and helpful.

From: [identity profile] pyrephox.livejournal.com


On the other hand...just looking at the Personality Feats makes me groan. It's not that the setup wouldn't be a good idea, for something like WoD. But it's not very D&D.

The equivalent combat feats would be something like: "Demonstrate a headlock on another player" in order to get a +1 to hit.

Social Feats/abilities of the characters should /not/ rely, in my opinion, on the social abilities of the player, any more than Combat Feats/abilities should rely on the player's physical prowess.

But I'll still have to look it up...Feats are only a small part of the whole thing.

From: [identity profile] syndarr.livejournal.com


I heartily, heartily agree. I like playing social characters, but I always have to think really carefully about what my character would say in a social setting, because I'm not the sort of person who can just pull that stuff out of my ass without a second thought. So even though my character is undoubtedly engaging in witty repartee and banter at the drop of a hat, I have to take like five minutes to go "okay, wait, let me think of something clever."

That's why I like MUXing. People expect to wait at least a few minutes for a reply, so you have time to think of an appropriately devastating comeback to the insult that just got hurled at you without feeling like you're being put on the spot. :)
brianh: (Default)

From: [personal profile] brianh


As much as I know you hate Exalted, I have to mention that Exalted 2nd Edition has, between the Core Rules and the Storyteller's Guide, a Social Combat System (that, so far, in the threads I've seen, seems to encourage realistic debate/argument/convincing/etc. tactics) that does, indeed, influence PCs as well as NPCs, and Mandate of Heaven, which is a Birthright-esque dominion-style influence sub-game, which works pretty well for the political influence thing, especially when merged with the social combat, the mass combat, etc.

Speaking of which, Birthright's probably worth a read or two there. Both systems make the domain itself the repository of a (vastly truncated or very different) sheet, for the most part, with abilities of the characters interacting with said sheet as they're designed to do so.
brianh: (Default)

From: [personal profile] brianh


Bah, I see someone mentioned Social Combat ahead of me. Oh well, the other points are still valid! :)

From: [identity profile] pyrephox.livejournal.com


I think the idea of reframing it as social 'combat' is useful and clever for getting over player's prejudice against being influenced by social actions, as said before. So kudos to Exalted for that. However, based admittedly on reading the endless Exalted 2E threads on RPG.net, it's...very complicated, dense, and makes my eyes glaze over. There's Too Much there. The interplay of Charms, Intimacies, Motivations, Virtues, Stunts, different stats depending on what you want to do, and so forth...

...in other words, it's Exalted.

From: [identity profile] dreadmouse.livejournal.com


I struggle quite a bit with similar issues as well. My tabletop group is a tad munchkiney and they tend to view Charisma (d20 system) and social skills as a set of useless skills. Far better, in their minds, to have killer combat feats and to heck with the soft stuff.

That's a choice that a player is free to make, but the whinging I get when their choice becomes a negative in-game can be quite frustrating. A player won't argue with me if I tell him that his strength is too low to lift a portcullis, for example, but if I tell him that his 6 Charisma is too low to convince somebody of an outrageous lie or make a good impression upon a group of rich merchants, I get complaints.

Bah Humbug. Much of it could be overcome with decent roleplay, but we don't get much of that in my group, sadly.

From: [identity profile] pyrephox.livejournal.com


Yupyup.

And, with d20, I think at least a part of it is that in the Core Book, Charisma is just not as well /defined/ in its influence and abilities as most of the physical attributes are. Charisma is this kind of vague mishmash of physical appearance, social acumen, and 'presence'. A high Charisma can mean a pretty person, and ordinary-looking person with a silver tongue, or an ugly and scarred general who is rough-spoken but massively imposing.

While skills help defining what 'kind' of Charisma a character has, it's still sort of just...out there.

From: [identity profile] glamourweaver.livejournal.com


The official e-book Nobilis Oblige for 7th Sea has a system that turns Social Repartee into fencing. Its rather interesting as well.
archangelbeth: An egyptian-inspired eye, centered between feathered wings. (Default)

From: [personal profile] archangelbeth


but god forbid that he be /persuaded/ to lower his weapon

Hm. Hmmmmm.

I wonder if this is also partly a case of being terrified to let a GM have that much power. Either fear of railroading ("this NPC, Marietta Suzzannee, is SO CHARISMATIC that you MUST do as she asks!") or sadistic GMing ("you are locked in dungeons, stripped of all your gear, and mocked! Roll new characters"), or... something.

There's a primal fear to surrendering to NPCs that I do not understand, even though I have fringes of it myself.

A non-system specific set of suggestions for getting players willing to have their PCs surrender now and again... That might be very interesting as a gaming product.


Now, for a more pertinent comment... GURPS Goblins, of all things, has a Status mechanic that works more broadly than your suggested one, but hopefully could be scaled back...
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