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Archtyrant_Terevoth
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February 14, 2008 3:25 PM PST
Terevoth, I'm not really sure why you're still arguing. You admit scarce experience with social systems, primarily quoting 3rd edition's since that appears to be the only style you've seen in action. Someone informs you that they played another game with a completely different type of social system that actually worked, and you respond by commenting about how awful they are because the bard gets high rolls, which makes all of about zero sense in this other paradigm. People offer explanations from a theoretical level about how it's possible, you respond with your experiences not matching up to that, all the while admitting that you've never used any of the systems actually derived from those theories.
Isn't it time to simply admit ignorance on the topic and move on? Well from what I've heard of these other systems like DoW, I really haven't heard much that supports the need to have a social system. I've heard stuff like "trust me, it's good", but I haven't heard any great reasons why.
I have played alot of RPGs, besides D&D. And all the ones I've played have had crap social systems. Ironically the one that tends to work best are the ones without any social systems.
Well from what I've heard of these other systems like DoW, I really haven't heard much that supports the need to have a social system. I've heard stuff like "trust me, it's good", but I haven't heard any great reasons why. I have played alot of RPGs
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Archtyrant_Terevoth
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February 14, 2008 3:34 PM PST
The only protection from that is transparent rules. I'm talking about rules that make the play area "safe" for emotions, and keeps them from getting the better of the group. It's difficult to explain out of context. Don't worry about it. Well I am worried about it, since it seems to be your major reason for wanting a social system. And really, if you can't answer: "Why have a social system at all?" then there's no reason to make the rulebook bigger for no reason.
Again, the rules don't exist in a vacuum. In the riddling contest example (not a great choice as this tests the players' riddling skills and not the characters', but whatever) you wouldn't roll. It's obvious. If the DM said "You guessed right, but roll to see if the answer is accepted" then the players are free to throw popcorn at him and call shenannigans. That's basically how I feel in social situations where the DM has me roll. It's like, "your reasoning was good, but make a roll anyway."
I'm fine if stuff makes sense, like if I happened to make a wrong assumption. Maybe the king doesn't care about his people, maybe he's been mind-controlled, who knows. That actually helps me make decisions later if he acts contrary to the way he should. In an intrigue campaign, clues like that really add to the gameplay, because they help you make decisions. you're asking yourself "Why did the king think that way? Why did he make those decisions?" A good DM can lay subtle clues in there like that. When you make NPC decisions based on luck, you lose that. The king could have just sided against you because the coin landed on tails. That doesn't add to immersion or setting detail.
Some of the coolest stories I've had have been ones where you've had to piece together and reason through various NPC interactions. Why they did what and so forth. It takes a skilled DM to pull it off, but it's cool when it works that way.
By that same token, a game should have rules and structure so you know what resources you have to work with and can judge your success or failure objectively. That way you know that your decision matter and aren't just being ingnored by the DM or other players. I think you're confusing things here. Social systems aren't about making your decisions matter, they're generally about making your skill placements and ability scores matter. In fact, the whole point is to say, "It's not about what you say or do, it's about a die roll+ your skill bonus."
That's the opposite of making your decisions matter, because the die roll and your skill bonus has the final say, not what you chose to do.
Again, the rules don't exit in a vacuum, and the DM is still the DM. See above. Well, saying that the DM can and should ignore the rules is pretty much a good reason why we shouldn't include rules at all. If the rules don't work, then why have them?
Well I am worried about it, since it seems to be your major reason for wanting a social system. And really, if you can't answer: "Why have a social system at all?" then there's no reason to make the rulebook bigger for no reason. That's basically how
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Ludanto
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February 14, 2008 4:15 PM PST
Well I am worried about it, since it seems to be your major reason for wanting a social system. And really, if you can't answer: "Why have a social system at all?" then there's no reason to make the rulebook bigger for no reason. Well, I've spent most of my time fending off misconceptions. But here you go.
- Social systems are fun. Just like combat systems.
- Social systems give you another way to overcome obstacles, just like combat systems.
- Social systems create objective challenges, just like combat systems.
- Social systems keep things fair when the results are important, just like combat systems.
- Social systems make the numbers on your character sheet meaningful, just like combat systems.
- Social systems are not necessary for all encounters, just like combat systems.
- Social systems are not necessary for all groups, just like combat systems.
- Social systems allow players to interact with the rules, just like combat systems.
- Social systems are not, and are not supposed to be, a perfect simulation of anything, just like combat systems.
- Social systems keep the outcome of a conflict from being a foregone conclusion, just like combat systems.
- Social systems encourage players to engage in social scenes, because their own personal social skills aren't a handicap.
- Social systems provide focus and quantifiable meaning to social scenes.
- Social systems provide a "safety zone" between player emotions and character emotions.
- Social systems allow the game to go in exciting directions that the players and DM might not have explored if they just "came to an agreement".
- Social systems encourage creativity through stucture and limitation, much like a combat with walls and pits and traps requires more creativity and thought than one where you can just move wherever you want to.
That's basically how I feel in social situations where the DM has me roll. It's like, "your reasoning was good, but make a roll anyway." The riddle is different as it has one (usually) "right" answer, and you know it is right. Plus, the DM "cheated" by testing you twice. First you had to guess the answer, then you had to roll the dice. In the social encounter, the DM should just give in if your argument is good enough to convince the NPC. Of course, you wouldn't know if your point was good enough unless the DM told you, so the point is moot.
I'm fine if stuff makes sense, like if I happened to make a wrong assumption. Maybe the king doesn't care about his people, maybe he's been mind-controlled, who knows. That actually helps me make decisions later if he acts contrary to the way he should. In an intrigue campaign, clues like that really add to the gameplay, because they help you make decisions. you're asking yourself "Why did the king think that way? Why did he make those decisions?" A good DM can lay subtle clues in there like that. When you make NPC decisions based on luck, you lose that. The king could have just sided against you because the coin landed on tails. That doesn't add to immersion or setting detail.
Some of the coolest stories I've had have been ones where you've had to piece together and reason through various NPC interactions. Why they did what and so forth. It takes a skilled DM to pull it off, but it's cool when it works that way. But of course, that's not your CHARACTER making those deductions and picking up those clues. That's YOU, the PLAYER. Why are the DM's NPCs locked into some rigid thought process, unaffected by metagame elements, while your character benefits (or fails to do so) due to your OOC mental faculties? And again, it's not just "luck". If there's enough reason to roll, that means that the NPC is on the fence enough to be persuaded, and what he can be persuaded to do is limited to what the DM decides is "right" for the character. There will never be, "out of character" NPC moments, because the reaction, win or lose, is what the character would do.
I think you're confusing things here. Social systems aren't about making your decisions matter, they're generally about making your skill placements and ability scores matter. In fact, the whole point is to say, "It's not about what you say or do, it's about a die roll+ your skill bonus."
That's the opposite of making your decisions matter, because the die roll and your skill bonus has the final say, not what you chose to do. On the contrary. What you're calling "decisions" is actually just "choice of words", which are just reflections of the actual decision to "intimidate" or "bluff" or "seduce" or whatever. And those decisions matter. And for what it's worth, WHAT you say can matter as well, as it colors the outcome, as I've said before. It can be the difference between "What a great idea!" and "Fine, but know that you've made a bitter enemy this day!" But that doesn't change the fact that the PCs "won" what they were after.
Well, saying that the DM can and should ignore the rules is pretty much a good reason why we shouldn't include rules at all. If the rules don't work, then why have them? Do you roll attack rolls when trying to swim? Do you roll swim rolls when disarming a trap? I never said that the DM should ignore the rules. I'm actually super-crazy against that. I don't consider the rules "suggestions" as some do. I'm that guy. My point is that the rules don't always apply. Use them when they do.
Well, I've spent most of my time fending off misconceptions. But here you go.[LIST][*]Social systems are fun. Just like combat systems.[*]Social systems give you another way to overcome obstacles, just like combat systems.[*]Social systems create o
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kadeton
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February 14, 2008 11:14 PM PST
I'm fine if stuff makes sense, like if I happened to make a wrong assumption. Maybe the king doesn't care about his people, maybe he's been mind-controlled, who knows. That actually helps me make decisions later if he acts contrary to the way he should. In an intrigue campaign, clues like that really add to the gameplay, because they help you make decisions. you're asking yourself "Why did the king think that way? Why did he make those decisions?" A good DM can lay subtle clues in there like that. When you make NPC decisions based on luck, you lose that. The king could have just sided against you because the coin landed on tails. That doesn't add to immersion or setting detail.
Some of the coolest stories I've had have been ones where you've had to piece together and reason through various NPC interactions. Why they did what and so forth. It takes a skilled DM to pull it off, but it's cool when it works that way. Ah, I take pretty much the opposite approach (as a DM). If a player makes a compelling argument (which I will give him a decent circumstance bonus for, per the rules) but still fails, I take that to mean simply that he failed for some other reason.
In other words, the dice determine the events of the story. They are not a reflection of random chance per se. As the DM, I then have to come up with a compelling and believable reason for why the argument failed to sway its target, within the framework of the world I've created.
Example: The bard makes a heartfelt, impassioned plea to the king to send aid to an embattled border town. The player rolls a one and the check fails. At this point, I have to decide why that happened: Is the political situation more complex than it appears? Is someone blackmailing, threatening or magically influencing the king? Is he simply making a public statement to mislead his political opponents, and will contact the party later in secret? Or is it something more sinister, like the king secretly ordering the attacks himself? The very fact of the failure opens up many possibilities for further social interactions, many of which can become adventure hooks in their own right, and I think that's fantastic.
Of course, this only works if you actually roleplay the situation out. If you just say "You rolled a one, you failed, the king rejects your plea," then your players are just going to be disappointed, and they have every right to be!
On the other hand, if you said, "You deliver an impassioned speech. Most members of the court are nodding and exclaiming in support. The king listens stoically. When you have finished, he shakes his head and states, 'Your plea has been heard, considered, and rejected. We are unable to render assistance.' There are gasps of shock from the audience, and disapproving muttering spreads until the bailiff yells for silence." That clearly establishes to the players that something isn't quite right. Depending on how I'd decided to justify it, I would follow up with a call for Sense Motive checks, Spot checks, or just leave the players grasping for answers before giving them further clues as to the real story behind the upset.
That is why I think a social mechanic system should be combined with actual roleplaying in order to achieve the game's full potential. I honestly don't believe that you can have as rich and interesting a game without both elements.
Ah, I take pretty much the opposite approach (as a DM). If a player makes a compelling argument (which I will give him a decent circumstance bonus for, per the rules) but still fails, I take that to mean simply that he failed for some other reason.In
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Sphyre
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February 14, 2008 11:28 PM PST
Example: The bard makes a heartfelt, impassioned plea to the king to send aid to an embattled border town. The player rolls a one and the check fails. At this point, I have to decide why that happened I think you're using it as a great tool there, despite it not being the way I would use it.
Rather I would use it as more of a "As you make your passionate plea to the king to send aid to the border town, you stutter many times and the king seems a bit impatient at your long winded speech." It wasn't the king who suddenly has something else wrong because of your poor roll, but rather the character who wasn't able to convey his brilliant thought-out speech in a way that was compelling to the king.
It happens, in real life too. You have a great idea, that makes a lot of sense, but you are late to your meeting, or you spilled coffee on your shirt, or you just get nervous at your meeting. Some mitigating factor happened to manifest itself at an inopportune time, and as such, your perceptional credibility is reduced. It's not what you said that's 'revised' by the roll, but how well you said it/conveyed it in character.
At least, if you choose to use social encounter rules, make sense of them in at least some way. If you're not going to use them to add to the game (as some of us will) then I don't think it should be used at all by those people.
I think you're using it as a great tool there, despite it not being the way I would use it.Rather I would use it as more of a "As you make your passionate plea to the king to send aid to the border town, you stutter many times and the king seems a bi
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vonklaude
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February 15, 2008 6:04 AM PST
I LOVE the threatical aspect of role play. It can be used to overcome the shiness. If you cut it off, the game became in a ROLLING Play instead.
Some times, in some sessions, you can forget about Diplomatic and Bluf skills, beacuse your role playing is perfect.
And this new version came because, people has many homebrew rules, should i add another one, to overcome this? This is a common fear, but it is neatly handled by existing rules. No need to homebrew! Whenever your players do something that impresses you, be it leaping dramatically onto a table or glibly wielding a golden tongue, you can apply a situational bonus of 5-10%.
Or if they do something really stupid, you can penalise them the same way.
Like people say, I don't ask my fighters to prove to me they can wield a flail in a fashion more likely to harm their enemy than themselves, nor do I ask my bards to impress me with songs, but if they play well, then I apply proportionate bonuses. Besides, often the most important part is deciding what to do!
-vk
This is a common fear, but it is neatly handled by existing rules. No need to homebrew! Whenever your players do something that impresses you, be it leaping dramatically onto a table or glibly wielding a golden tongue, you can apply a situational bon
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vonklaude
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February 15, 2008 6:26 AM PST
I'm thinking the knee-jerk fear of opponents of 'social combat' systems is that leaving things up to the dice will reduce roleplaying encounters to "I use Diplomacy on the guard" or "I use Bluff", with no further elaboration (like certain unimaginative players reducing combat actions to "I attack the orc".) That's so true! And isn't everyone guilty of a doublethink when they expect the best RPer to be the best fasttalker?
The best RPer relishes low charisma as much as high. If their character has low charisma they'll rise - or should I say sink - to the challenge. What people seem to me to be describing is a person who is a bad RPer despite being personally charasmatic.
-vk
That's so true! And isn't everyone guilty of a doublethink when they expect the best RPer to be the best fasttalker?The best RPer relishes low charisma as much as high. If their character has low charisma they'll rise - or should I say sink - to the
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DGunther
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February 15, 2008 6:59 AM PST
You're the one seeing things as simple and black-or-white. Not really. I was responding to a statement that said numbers, in this instance - the skill check/roll of the die, is black and white/yes and no. No arbitration on the part of the DM. No supposed DM bias. From my perspective, turning social encounters into that sort roll a die, or make a series of die rolls to determine success or failure make a social enounter cut and dry. No compromise, no shades of grey.
A decent social system can make a social conflict as engaging, exciting, strategic, significant, complex, complicated or costly as any combat. I agree with this, but only so far as it is not reduced wholly to a number. I see nothing wrong with an occassional roll of the die to determine some key social event, but not all.
Nobody says "one roll=win/lose" or that winning means you're more "right" than the other guy. It's just like regular roleplaying, but with structure to build upon as opposed to relying on amorphous verbal flailing. It is possible to have structure without having to rely completely on a roll of the die, or a series of a rolls.
Incidentally, maybe this will help make clear my stance - I DM by the seat of my pants/on the fly. No 10 to 30 page adventure outline. Just a sentence or two giving a very general overview for the upcoming session. I take a few notes throughout the night about what I see are a few key or subtle events, review with my players, then done. I had a three year home brew campaign in which by the end, I had maybe ten pages of notes front and back, with 5 or 6 pages of NPCs and cities. This has lead my players, through the actions of their characters to have more control over the direction of an adventure or campaign. Based on this, why is a 'social encounter/combat system' necessary?
Not really. I was responding to a statement that said numbers, in this instance - the skill check/roll of the die, is black and white/yes and no. No arbitration on the part of the DM. No supposed DM bias. From my perspective, turning social encounter
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Ludanto
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February 15, 2008 7:13 AM PST
Not really. I was responding to a statement that said numbers, in this instance - the skill check/roll of the die, is black and white/yes and no. No arbitration on the part of the DM. No supposed DM bias. From my perspective, turning social encounters into that sort roll a die, or make a series of die rolls to determine success or failure make a social enounter cut and dry. No compromise, no shades of grey. Fair enough.
I agree with this, but only so far as it is not reduced wholly to a number. I see nothing wrong with an occassional roll of the die to determine some key social event, but not all. Sure, I think I've said as much recently.
It is possible to have structure without having to rely completely on a roll of the die, or a series of a rolls. True. Though you would still need a hard-coded system. The same could be said of combat. But generally, rolling dice is fun.
Incidentally, maybe this will help make clear my stance - I DM by the seat of my pants/on the fly. No 10 to 30 page adventure outline. Just a sentence or two giving a very general overview for the upcoming session. I take a few notes throughout the night about what I see are a few key or subtle events, review with my players, then done. I had a three year home brew campaign in which by the end, I had maybe ten pages of notes front and back, with 5 or 6 pages of NPCs and cities. This has lead my players, through the actions of their characters to have more control over the direction of an adventure or campaign. Based on this, why is a 'social encounter/combat system' necessary? The same reason a physical combat system is "necessary". That is to say, it's not "necessary" at all, but it's useful and fun. For your convenience, I'll repost a nice list here of reasons why social systems are desirable and are just as "necessary" or "unnecessary" as physical combat systems.
Spoiler:
Show
- Social systems are fun. Just like combat systems.
- Social systems give you another way to overcome obstacles, just like combat systems.
- Social systems create objective challenges, just like combat systems.
- Social systems keep things fair when the results are important, just like combat systems.
- Social systems make the numbers on your character sheet meaningful, just like combat systems.
- Social systems are not necessary for all encounters, just like combat systems.
- Social systems are not necessary for all groups, just like combat systems.
- Social systems allow players to interact with the rules, just like combat systems.
- Social systems are not, and are not supposed to be, a perfect simulation of anything, just like combat systems.
- Social systems keep the outcome of a conflict from being a foregone conclusion, just like combat systems.
- Social systems encourage players to engage in social scenes, because their own personal social skills aren't a handicap.
- Social systems provide focus and quantifiable meaning to social scenes.
- Social systems provide a "safety zone" between player emotions and character emotions.
- Social systems allow the game to go in exciting directions that the players and DM might not have explored if they just "came to an agreement".
- Social systems encourage creativity through stucture and limitation, much like a combat with walls and pits and traps requires more creativity and thought than one where you can just move wherever you want to.
Fair enough.Sure, I think I've said as much recently.True. Though you would still need a hard-coded system. The same could be said of combat. But generally, rolling dice is fun.The same reason a physical combat system is "necessary". That is to s
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vonklaude
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February 15, 2008 7:52 AM PST
list of reasons social rules are fun /signed
/signed
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sparrowhawk4
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February 15, 2008 8:32 AM PST
It seems to me there is some confusion about what the current social encounter system already does in 3E. In 3E, its based on three skills- Bluff, Diplomacy and Intimidate. Bluff: as per the SRD A successful Bluff check indicates that the target reacts as you wish, at least for a short time (usually 1 round or less) or believes something that you want it to believe. Bluff, however, is not a suggestion spell. In other words, the check is to see how well you delivered the lie or falsehood. Someone with a high enough Bluff could make someone thing the planet was being invaded by giant man eating jelly beans(for a +20 modifier). At least for a little while. That doesnt mean the other party is now friendly towards the character or thinks. It doesn't mean the other party will help the character. It means nothing other than the other party believes the character's statements were true. How the other party reacts to this information is entirely up to roleplaying.
Diplomacy: again, as per the SRD
You can change the attitudes of others (nonplayer characters) with a successful Diplomacy check; see the Influencing NPC Attitudes sidebar, below, for basic DCs. In negotiations, participants roll opposed Diplomacy checks, and the winner gains the advantage. Opposed checks also resolve situations when two advocates or diplomats plead opposite cases in a hearing before a third party. In other words, this skill determines the attitude of the person towards the character. It doesn't say that if you win the roll the king will do anything you want. It says if you get high enough, you can win over a hostle mob, or convince a judge to side with your argument, or haggle the merchant down to a better price.
And "helpful" does not equal slave of the PC. Just because you were able to win the support of the king, doesnt mean he will hand over his kingdom to you. It means he will support you, help you where you can. That doesnt mean doing anything the PC's demand. How the king reacts is now changed because his attitude is changed, yes, but it does not mean that the PC's can do anything they want. In the example of the border town in need of help, the PC's might want him to send an army, but the king can simply say, "I wish I could, but we have to watch our southern border. I can spare you some arms from the armory and 10 men. Talk to the court wizard and see what magics he can provide you for your end. I am counting on you."
Intimidate: Again, as per the SRD
You can change another’s behavior with a successful check. Your Intimidate check is opposed by the target’s modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear). If you beat your target’s check result, you may treat the target as friendly, but only for the purpose of actions taken while it remains intimidated. (That is, the target retains its normal attitude, but will chat, advise, offer limited help, or advocate on your behalf while intimidated. See the Diplomacy skill, above, for additional details.) The effect lasts as long as the target remains in your presence, and for 1d6
It seems to me there is some confusion about what the current social encounter system already does in 3E. In 3E, its based on three skills- Bluff, Diplomacy and Intimidate. Bluff: as per the SRDIn other words, the check is to see how well you deliv
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Archtyrant_Terevoth
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February 15, 2008 2:42 PM PST
Alright let me start by going down your list.
Social systems are fun. Just like combat systems. Hard to say, until I've actually played in the system. Thus far I've never played in a fun social system yet. Of course, that doesn't mean there can't be a fun one, so I can't comment much on that one.
Social systems give you another way to overcome obstacles, just like combat systems. I'll get back to this one in a moment with your next quote after the list.
Social systems keep things fair when the results are important, just like combat systems. Fair in this case is relative. It's more numerically fair, but also it's not participation fair. The guy who participates and talks more gets shafted if his character doesn't have high social skills. Basically it rewards the min/maxer and screws over the guy who just role-plays his character.
Social systems encourage players to engage in social scenes, because their own personal social skills aren't a handicap. Here's the flaw in that thinking. First, shy people are likely not to play social characters. So they won't take diplomacy because they don't want to be put under the spotlight. Shy people tend to contribute stuff here and there, but sometimes it's important stuff. By having a social system be die roll reliant, you're basically shafting the shy person who does that. I mean, he might as well not bother contributing that little bit he might of otherwise said, because his social skills suck and the DM will just ignore whatever he says.
I think it's bad form for the game to ignore any player during a role-playing scene.
Social systems provide a "safety zone" between player emotions and character emotions. Still don't really understand this fully.
Social systems allow the game to go in exciting directions that the players and DM might not have explored if they just "came to an agreement". Don't understand this one either. If you're talking about the NPC doing something weird the DM hadn't planned on, this may not be a good thing if it completely mucks up the plot because suddenly the evil necromancer turned good.
Social systems encourage creativity through stucture and limitation, much like a combat with walls and pits and traps requires more creativity and thought than one where you can just move wherever you want to. I'm not sure I'd say creativity. It's more like system mastery. If social situations create a mini-game that you play, then it's really just a matter of mastering that mini-game, similar to how people master combat. So you're not as worried about the actual thing you're arguing for in game, as much as you are worried about your best mini-game style move.
In the social encounter, the DM should just give in if your argument is good enough to convince the NPC. Right, so you can basically overcome an obstacle with straight RP if your argument is good enough. But, then, what's the point of the social system?
Basically you're saying that it's an auto-win if you say the right stuff, therefore the social system is there so you can win while saying the wrong stuff?
Why do we even want people to win by saying the wrong stuff? Why not just make that an auto-lose.
But of course, that's not your CHARACTER making those deductions and picking up those clues. That's YOU, the PLAYER. Why are the DM's NPCs locked into some rigid thought process, unaffected by metagame elements, while your character benefits (or fails to do so) due to your OOC mental faculties? Because it's a game, and player choice is paramount to a game. I mean if you can't make choices for your characters, then you're just running a simulation. And at that point, where's the fun? I see a big monster, maybe I fight it, or maybe I retreat. Now we could just give every PC a "courage roll" to see if they flee or if they fight, but that'd be stupid. The fun of the game is making your own decisions and choosing your own destiny.
And again, it's not just "luck". If there's enough reason to roll, that means that the NPC is on the fence enough to be persuaded, and what he can be persuaded to do is limited to what the DM decides is "right" for the character. There will never be, "out of character" NPC moments, because the reaction, win or lose, is what the character would do. Your character personality is something you describe prior to the scene. So if you describe someone as a "religious fanatic, believing in the ideals of the Sun God to the core" and you win a social contest against him that causes him to go directly against the ideals of the Sun God, then you've got him to act out of character.
Now, I mean I suppose you could try to bound social contests with auto-fail and auto-win scenarios, but at that point I say, why even bother? I mean if half the game is just DM adjudication as to what automatically works and what never works and there's this narrow range of stuff that "might work on a lucky coin flip", why not just eliminate the coin flip range entirely?
On the contrary. What you're calling "decisions" is actually just "choice of words", which are just reflections of the actual decision to "intimidate" or "bluff" or "seduce" or whatever. And those decisions matter. Yes, but they're particularly easy decisions. Pick your biggest number. That's it. Doesn't take much creativity or decision-making skills to see that your intimidate number is bigger than your bluff or diplomacy.
Alright let me start by going down your list. Hard to say, until I've actually played in the system. Thus far I've never played in a fun social system yet. Of course, that doesn't mean there can't be a fun one, so I can't comment much on that one. I'
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Archtyrant_Terevoth
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February 15, 2008 2:58 PM PST
Example: The bard makes a heartfelt, impassioned plea to the king to send aid to an embattled border town. The player rolls a one and the check fails. At this point, I have to decide why that happened: Is the political situation more complex than it appears? Is someone blackmailing, threatening or magically influencing the king? Is he simply making a public statement to mislead his political opponents, and will contact the party later in secret? Or is it something more sinister, like the king secretly ordering the attacks himself? The very fact of the failure opens up many possibilities for further social interactions, many of which can become adventure hooks in their own right, and I think that's fantastic. For freeform DMing, this isn't a bad idea, but this is rather tough to pull off in standard games, because a lot of DMs come in with a plot pre-established. So walking into the throne room, generally the DM knows who the bad guys and the good guys are. And in this case, you basically know how your NPCs are supposed to react based on political plots. To make your system work, your NPCs need to exist in some kind of quantum state where their loyalties aren't known (even to the DM) until they're actually tested.
The problem with this scenario is that social skills represent luck more than anything else. If a failure means that you run into some nefarious political plot, then that means that diplomacy skill is simply "being lucky enough not to run into nefarious political plots."
The low diplomacy guy is constantly wondering why every innkeeper, blacksmith and lesser noble is embroidered in some crazy conspiracy against what he happens to be wanting to do, while the high diplomacy guy never seems to run into any political plots at all.
That could work I guess, though it'd make the entire campaign seem a bit random, since the king wasn't actually your enemy until you specifically tried to talk to him.
That doesn't make much sense to me, though it does fit in rather well with the DoW style "diplomacy stakes", since quite literally you "create" a new enemy by failing your diplomacy check. The king becomes part of the conspiracy simply because you went to talk to him and rolled poorly.
Also the problem arises when the quantum state is tested twice. What happens if one PC fails and then another PC tries again later once the king has already been defined as being part of the conspiracy? If the second PC succeeds has it been decided that the king has backed out of the conspiracy, or is the second roll an auto-fail since the king is now a defined element?
I don't really know if many PCs would like the system once they realize what it is. Most PCs like a mystery that makes sense from the beginning. It's a bit hard to have a free-floating mystery that actually changes as the adventure progresses.
For freeform DMing, this isn't a bad idea, but this is rather tough to pull off in standard games, because a lot of DMs come in with a plot pre-established. So walking into the throne room, generally the DM knows who the bad guys and the good guys ar
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Solik
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February 15, 2008 3:16 PM PST
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