Socialing your ass off

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Koumei
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Socialing your ass off

Post by Koumei »

This is all about SOCIAL KOMBAAAAAAAAT!!!!!

So it basically boils down to this:

Someone starts the socialising. If it's not made obvious who does it, roll Initiative to decide. I have no idea why being a great archer/a Ninja/an Iaijutsu Master makes you better at speaking before everyone else. It just does.

In every round, you have your pool of actions as normal. That is: one Swift, one Full Round (which can be exchanged for one Move-EQ and one Standard) and as many Free as you can get away with.

Anything which requires a saving throw has this DC: 10 + half your level + your ability mod (Charisma unless stated otherwise) + 1 per 5 ranks you take in the relevant skill. Ability Focus can be taken for this, what-fucking-ever.

An opposed roll is always d20 + level + ability mod (specified each time) + 1 per 5 ranks you take in the relevant skill. Again, you can apply Ability Focus to this if you really think it's worth the feat.

Here are the skill types:
[Fear] this uses Intimidate as the base, and is a [Fear] effect.
[Bullshit] this uses Bluff as the base.
[Charm] this uses Diplomacy as the base, and is a [Charm] effect.
[Performance] this uses Perform as the base.
[Insight] this uses Sense Motive as the base.
[Logic] this uses a Knowledge skill as the base.

Here are the action types:
Style: Swift action to activate, non-action to de-activate, no action to sustain. They stay on until deactivated or cancelled. Provides an on-going effect.
Statement: Standard action to use (unless stated otherwise), you use it and don't sustain it.
Speech: Full Round action to use, Partial or Full Round action to sustain. It keeps going as long as you sustain it.
Retort: Immediate action to use, it's an effect that you don't sustain. Either a Reaction (resolved after the triggering effect) or an Interruption (resolved before/cancelling the triggering effect), as specified in the description.

How many do I get?
Some of them you get just by existing, the "base" ones. Others you gain as soon as you meet the skill requirements. Special: any [Skill] feat for a relevant social skill treats your rank in that skill as 5 points higher for the purpose of gaining new social abilities. There are also some feat-unlocked ones, and even racial ones. As soon as you qualify, you get the ability.

BASE:
  • Demand [Fear] or [Performance]
  • Quid Pro Quo [Charm]
  • I could just stab you [Fear]
  • Blather [Bullshit]
  • Pull the other one [Insight]
  • At least I'm not adopted [Performance]
RACIAL:
  • Human: master of BS [Bullshit]
  • Stubborn as a Dorf [Insight]
  • Orks eat people [Fear]
  • Look at me, I'm an elf! [Charm]
  • Pointy Eared Pretension [Performance]
  • Short person, tall story [Bullshit]
  • Don't hit me, I'm small! [Charm]
  • These halves don't add up [Insight]
  • Putting the nymph in nympho [Charm]
  • I see your point, but consider this theory: I can step on you [Fear]
  • Suck-you-what? [Performance]
  • Deal with the devil[Charm]
  • Angels know best [Bullshit]
SKILL RANK:
  • It is can be hugztiem nao?[Charm]
  • Passive-aggressive[Charm]
  • I'll show you my tattoo[Charm]
  • Here is where it benefits YOU[Charm]
  • Hey, yeah, you, yeah, I know that you like me![Charm]
  • Loom[Fear]
  • Outrage[Fear]
  • I will end you[Fear]
  • Thought for the wise: there's more of us[Fear]
  • Ah, but *I* have nothing to lose[Fear]
  • Think of the children![Bullshit]
  • Appeal to authority[Bullshit]
  • That's not what I meant![Bullshit]
  • I made you a cake... but I eated it[Bullshit]
  • Not the briar patch![Bullshit]
  • Poison the well[Bullshit]
  • There is no invisible sammich[Insight]
  • That... doesn't even make sense[Insight]
  • In-your-end-o[Insight]
  • OIC wut U did thar[Insight]
  • Lie detector[Insight]
  • Impressive entrance[Performance]
  • Heart-warming speech[Performance]
  • A song and dance about it[Performance]
  • Cry over spilled milk[Performance]
  • Ad-hominem? You can't even add numbers![Performance]
  • Imitation, the most insulting form of flattery[Performance]
  • Our grass is greener, we just hate green things[Logic]
  • Find precedent[Logic]
  • Take it step-by-step[Logic]
  • Craft: argument[Logic]
  • Eldritch Physics for Dummies[Logic]
  • Look, boobies! (none)
  • I can has cheezburger? (none)
FEAT:
  • Got a fiver?: the ballad[Performance]
  • Oh yeah? Well I can list all eighteen ogres you sucked last night[Performance]
  • Refuge in audacity[Bullshit]
  • I can tell that you shop at Hot Topic[Insight]
  • Call me queen[Charm]
  • Boo[Fear]
I'll write them up over time.
Last edited by Koumei on Sat Nov 14, 2009 11:13 am, edited 1 time in total.
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Post by Username17 »

Both Taunts and Performances seem to be under utilized, which makes me immediately suspicious about them being different sets in the first place. Why aren't Taunts just lumped into Perform? It's a skill that some people already have, and it's on practically everyone's list.

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Post by Koumei »

Right, so people have different attitudes to you. Note that this can also mean "Towards your idea/proposal". So the same guy who says "Hey, come here and drink with us!" will be strongly opposed to you saying "Hey, we need a human sacrifice, will you do it?" It's all about context.

Attitude:
Loathe: the person hates either you personally, or the idea. They will go out of their way to stop you or your actions. Example: most people and, say, Hitler. In a vote, guaranteed to vote Nay.

Opposed: the person doesn't like you and will gladly argue with you with little provocation. Or they dislike your proposal enough to argue vehemently, but not to set out and waste too much time working against it. Example: Frank and PL. In a vote, 80% likely to vote Nay.

Against: they don't much like you or the idea, and will speak ill of you/it. But that's about the extent of it. Example: the Gaming Den and itself for the most part. In a vote, 60% likely to vote Nay.

Indifferent: they really don't care either way. Example: you and a random person down the street. In a vote, it's 50/50 or they might even abstain/fall asleep.

Agreeable: they like you or the idea in general, but they're not going to go out of their way to help. They might give directions and warn you about the trolls, though. Example: a store where you're a regular customer. In a vote, 60% likely to vote Aye.

Helpful: actively going to help you, even if they're not going to go the whole mile. Example: House and Wilson. In a vote, 80% likely to vote Aye.

Love: they adore you and will do nearly anything you ask (or at the least would put your well-being equal to their own). Or they are so keen on your idea that they're willing to get up and fight for it. Example: Shawn Michaels and Triple H, or most people to "Here, would you like free ice cream?" Guaranteed to vote Aye in a vote.

Zeal:
Fanatical: their natural state will be to attack. Whether they're for or against, they're going to actually fight for it.

Violent: they need little provocation to physically attack, but might allow the chance to speak first, so that you can give them a reason not to.

Defensive: the state you might expect of a guard. Wary, not trusting, and if you cross line X, they will attack you.

Disruptive: they will interfere with or insult the target of their ire, but would only use actual violence in self-defence.

Calm: completely calm and more interested in talking things over. Not abone using lies or insults.

Fear:
-Shocked: provides a -4 penalty on saves and 20% action failure for 1 round.

-Shaken: as normal, being Shaken again has no effect.

-Frightened: as normal, being Frightened again makes the character Cower.

-Cowering: as normal, being scared again makes the character Comatose.

-Panicked: as normal, being Panicked again or Shocked makes the character Comatose.

-Comatose: as normal, being scared again has no effect.

Confusion:
-Puzzled: all abilities against you gain +3 to the DC or to opposed rolls for 1 round.

-Bewildered: the character suffers 25% action failure for the duration, being Bewildered again makes them Confused.

-Confused: as per the spell. Being Bewildered or Confused again makes the character Maddened.

-Maddened: treat as being affected by Confusion and Rage effects, being Maddened again Stuns the character.

-Stunned: as per the regular condition, being Stunned again Overwhelms the character.

-Overwhelmed: the character falls unconscious for 1 minute.

Embarrassment:
-Shocked: as per the Fear condition.

-Flustered: -2 morale penalty on all dice rolls, being Flustered again makes the character Abashed.

-Abashed: Abashed characters are unable to use [Fear], [Logic] or [Performance] abilities, and suffer a -4 penalty on opposed rolls when targeting others with [Insult] and [Charm] abilities. Being Abashed again makes the character Mortified.

-Mortified: Mortified characters are unable to perform vocal abilities, as though silenced. Every round they suffer 1d6 embarrassment (plus half the HD of the one who made them Mortified). If it ever exceeds their HP, they Faint.

-Humiliated: Humiliated characters are effectively Stunned, even if immune to Stunning, and suffer 2d6 embarrassment (plus the HD of the one who made them mortified) every round. If it exceeds their HP or they become Humiliated again, they Faint.

-Fainted: the character falls unconscious for 2d4 rounds.
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Post by Koumei »

FrankTrollman wrote:Both Taunts and Performances seem to be under utilized, which makes me immediately suspicious about them being different sets in the first place. Why aren't Taunts just lumped into Perform? It's a skill that some people already have, and it's on practically everyone's list.
I can live with doing that.
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Re: Socialing your ass off

Post by Caedrus »

Koumei wrote:[*]Angels know best [Bullshit][/list]
:rofl: Laughed out loud upon reading this.
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Post by Koumei »

Basic Abilities:

Demand (Statement) [Fear] or [Performance]
"This is what I want. Give it to me now."
Requirements: none
Effect: make an opposed level check against your foe. If you make it a threatening demand, it is Intimidate-based, otherwise it is Performance-based. The defence is Sense Motive-based. If you succeed, the target improves one degree on the Attitude chart towards your proposal.
Restrictions: every use beyond the first in the same encounter applies a -3 penalty to your roll. This penalty stacks with itself.

Quid Pro Quo (Statement) [Charm]
"You get a new forest to live in that used to have elves. We get the head of the elf king. Everybody wins. Except for the elves."
Requirements: none
Effect: make a proposal that the target is at least Indifferent towards. Then make an opposed level check (Diplomacy-based vs Diplomacy-based). If you succeed, their Attitude towards you changes to equal this for the rest of the conversation.
Restrictions: you have to give a different proposal each time, rather than spamming "I'll suck your dick". Three failures in one conversation worsens their Attitude by one degree and they will stop listening to you altogether.

I could just stab you (Statement) [Fear]
"Yes, I could pay you a thousand platinum for it. Or, right, I could kill you and take it. In a sack."
Requirements: none
Effect: the target must pass a Will save (Intimidate-based) or else their Attitude towards your proposal improves by two steps.
Restrictions: you can only use this once on any given target per day.

Blather (Speech) [Bullshit]
"Pleasedon'thitmeohgoditwassoawulallthedinosaurswereattackingandtookymoneyand..."
Requirements: none
Effect: as long as you keep the ability going, your opponent doesn't really know what you're talking about. Every round they must pass a Will save (Bluff-based) or be Puzzled. If you keep it up for five rounds or more, this changes to being Bewildered for the round.
Restrictions: if you use it for over a minute running, you take 1 point of temporary Wisdom damage.

Pull the other one (Retort) [Insight]
"You're the king, you say? That's funny, I thought the goblin king was a goblin."
Requirements: none
Effect: as an Immediate Reaction, use this ability against a [Bullshit] ability. If you fail the roll, you can re-roll it with a +4 bonus.
Restrictions: can only be used once per four rounds.

At least I'm not adopted (Retort) [Performance]
"Speaking of invasions, your mother's a whore."
Requirements: none
Effect: as an Immediate Interrupt, make an opposed check (Performance-based vs. Sense Motive-based). If you succeed, the ability you interrupt instantly fails.
Restrictions: may only be used once per encounter.
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Re: Socialing your ass off

Post by Koumei »

Racial Abilities:

A note on halves: if you're half X, half Y, you gain the abilities of X AND Y. You still probably suck, but you get something out of the deal, go you!

Human: master of BS (Style) [Bullshit]
"Yeah, it's traditional for all newcomers to wear their pants on their head. Also, the respectful term for a Wizard in our language is Cockthirsty."
Requirements: Human
Effect: while this style is active, non-humans seem to believe any shit that comes out of your mouth. You can ask one person per round to re-roll a save or opposed roll against one of your [Bullshit] abilities, or can re-roll the opposed roll yourself. Additionally you may ignore the restrictions on your [Bullshit] Statements.
Restriction: none

Stubborn as a Dorf (Style) [Insight]
"Ten gold." "How about five?" "Ten gold." "How about seven?" "Ten gold." "Seven and a half? Eight then!" "Ten gold." "Nine gold, nine silver, nine copper." "Ten gold."
Requirements: Dwarf (any flavour)
Effect: you are resistant to being persuaded to do things you don't want to. While this style is in effect, you gain a +4 racial bonus on saves and opposed checks against [Fear] and [Charm] abilities. Additionally, any time any ability fails against you, you can set your Attitude to them/their proposal to "Against" if it is friendlier.
Restriction: if any ability involves making a bribe, compromise or concession, you can't use it while this is active.

Orks eat people (Style) [Fear]
"Careful, Barry, he's an ork! He'll make you into a steak!"
Requirements: Ork, Ettin, Bugbear, Troll, Ogre or Hobgoblin
Effect: while this style is active, people actually have to make a Will save (Intimidate-based) in order to use [Fear] or [Bullshit] abilities against you. If they fail, they decide not to for that round. People who are extra delicious (Elves, anything Small or smaller, all Fey) take a -4 morale penalty to the save.
Restriction: this won't work against anything that knows it is toxic/foul-tasting (Oozes and Ooze-related, Fire Elementals etc.) as well as your own race.

Look at me, I'm an elf! (Statement) [Charm]
"I'm saying something pointless and deep so people will pay attention!"
Requirements: Elf (any flavour)
Effect: when you use this statement, everyone has to make a Will save (Diplomacy-based) or else they are distracted by your prettiness/pointlessness, ending all Speeches and Styles.
Restriction: using it more than once in a conversation provokes attacks of opportunity from everyone as they instead elect to punch you.

Pointy Eared Pretension (Style) [Performance]
"I am an elf, therefore better than you. It's in the ears."
Requirements: Elf (any flavour)
Effect: while this style is in effect, any ability you use that causes an embarrassment status causes 1d8 extra points of embarrassment. You may also Sneer Derisively as a Retort (Immediate Reaction) to halve any embarrassment dealt to you.
Restriction: anyone who would Faint from your words instead flies into a Rage and tries to kill you.

Short person, tall story (Speech) [Bullshit]
"Right, so then I grabbed my dagger and killed the mile-tall Demon King. Twice."
Requirements: Gnome or Halfling (any flavour)
Effect: everyone must make a Will save (Bluff-based) or be Fascinated for as long as you sustain the speech. When you end the speech, everyone who was Fascinated will become one step friendlier to you if they fail another Will save (Diplomacy-based, +1 to the DC for every 3 rounds of Fascination).
Restriction: this may only be used once per conversation

Don't hit me, I'm small! (Retort) [Charm]
"You wouldn't hit a midget, would you?"
Requirements: Small (or smaller) race
Effect: this immediate Interrupt allows you to make an opposed test (Diplomacy-based for you, no bonus for them) when someone uses a [Fear] ability against you. Success makes their ability fail and reduces their Zeal away from violence by 1 degree.
Restriction: you can only use this once per person per conversation.

These halves don't add up (Style) [Insight]
"Okay, so all elves are pretentious. All humans are liars. So while I'm a pretentious liar, I can also tell you when someone else is."
Requirements: any half-and-half
Effect: while this is in effect, you can flat-out ignore the effects of racial abilities that you also possess.
Restriction: none

Putting the nymph in nympho (Style) [Charm]
"Come here and let me show you why 3.0 dryads are better."
Requirements: any creature that is supposed to be sexy, such as the Nymph, Succubus, Erinyes, Movanic Deva or Aboleth
Effect: anyone who would likely be attracted to you (a good guide: same-gender who are known to be gay/bi, and opposite-gender who aren't already known to be gay, who are Fey/Humanoid/Monstrous Humanoid/Outsider/Aberration) is too distracted to use Retorts against you.
Restriction: doesn't work when too much of your body is concealed (note: form-fitting clothing doesn't conceal)

I see your point, but consider this theory: I can step on you (Statement) [Fear]
"Humans make good squish noises."
Requirements: Large (or larger) race
Effect: the target must immediately pass a Will save (Intimidate-based) with a -2 penalty per size category smaller than you are. If they fail, they become Frightened.
Restriction: only works on people smaller than you. Can only be used once per encounter.

Suck-you-what? (Statement) [Performance]
"Come on, surely I'm worth the level loss."
Requirements: Succubus (or any other creature specifically designed to seduce people)
Effect: make an opposed roll: Performance-based vs just d20+hit dice+Wis. If you succeed, they immediately adjust their Attitude one step in your favour, and are subject to a Suggestion.
Restriction: doesn't work on anyone who is Confused unless they wouldn't be attracted to you. Can only be used once per encounter.

Deal with the devil (Speech) [Charm]
"What do you even use your soul for?"
Requirements: Evil Outsider (or Half Fiend or Tiefling)
Effect: this speech must involve some offer to the target. Every round, they must make a Will save (Diplomacy-based) or accept, and as long as you sweeten the deal every round, they have to keep trying again with a cumulative -1 penalty. You have to actually give what you offer, but if you do, they are forced to accept the proposal you originally put forward.
Restriction: can only be used once per person per day.

Angels know best (Style) [Bullshit]
"I COME FROM HEAVEN TO TELL YOU IT IS IMPERATIVE YOU SUCK MY DICK."
Requirements: Good Outsider (or Half Celestial or Asimar)
Effect: all non-Evil people take a -3 on their saves and opposed rolls against your [Charm] and [Bullshit] abilities while this is active.
Restriction: does not work on Celestials.
Last edited by Koumei on Sun Nov 15, 2009 2:44 pm, edited 1 time in total.
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Post by Josh_Kablack »

I'm even not sure if this will end up a playable system

But just the racial flavor text alone makes it worth the price of admission
:rofl:
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
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Post by Username17 »

Josh_Kablack wrote:I'm even not sure if this will end up a playable system

But just the racial flavor text alone makes it worth the price of admission
:rofl:
Agree. However the system can be made playable if we have the discipline to go back and cram things into tactically defined niches after we determine what those are. If we just put in abilities at random and never reign thm in, the no, it won't end up playable.

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Post by Koumei »

My general plan is indeed to make shit up, then go back afterwards and make it all internally balanced and have each branch work as its own niche with enough tactical options. Preferably with other people helping with that.
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Post by PhoneLobster »

I don't think it's sufficiently clear where you are going with this yet.

I've read through it and I see no clearly defined goals for what these encounters actually do.

The closest thing is your condition lists. Which I think are condition tracks, and I think you intend to progress along them (sort of) until you hit the end which is always a condition basically something at least relatively in line with my own requirements for acceptable social defeat conditions.

If that's the case that's kinda OK. If complex and as yet poorly written.

But I think you intend to modify difficulty by essentially having different starting points on these scales based on purely arbitrary goal and context fluff.

Which I find more problematic. For reasons I've outlined more than enough in similar situations already.

But with an added concern.

These progression tracks don't look especially equal, and would likely be less so if some of them can be arbitrarily shortened or lengthened.

I mean anyone can see how you can maybe knock a step off the Fear progression fairly regularly.

And the Attitude progression could start anywhere on a regular basis.

But how do I start further down the Confused track, especially on any regular basis, and while I can imagine starting further down the Embarrassment track easily enough, I can't imagine it happening altogether very often unless your D&D world is somehow set largely in the works of Jane Austin.

So as long as you intend to use your powers for targeting the unwary you are rewarded for being an "Attitude-mancer" ahead of other specialty fields.

Or as long as you intend to start all your encounters by jumping out of a large hide check yelling "boo" you are rewarded for being a Scarymancer.

But Embaressmancers and Confusomancers are somewhat of a social encounter underclass who are forced to pull themselves up from their own boot straps at the bottom of their progressions pretty much every encounter.

Also I'd like to see some serious reform and changes to the selection of these categories of conditions/condition tracks at a basic level.

My own broad generic fields of choice are effectively "Seducomancer", "Deceptomancer", "Scarymancer" and "Friendomancer".

If you broke your categories up into broader more equal fields then ensured they had a condition track of basically equal size that we can at least vaguely envisage each category starting on with similar advantage/disadvantage on a fairly equal basis.

Well once you do THAT you've brought your system back to the level of only suffering the criticisms I level against the pure arbitrary goal bullshitting "system". That would be a good step forward because ideally your system should be at least as good as "basically no system" as it exists in my "How to Write No Rules" thread.


Social Obstacles as Pokemon
Now for an entirely out there suggestion.

And bear with me I'm on serious weekend interstate party/flight sleep deprivation here.

So trash social condition tracks. Obstacles to your goals aren't "conditions".

Your social goal is an arena. And the Obstacles (and maybe your power sets) are sort of like Pokemon.

So when you try to win "get past the guards" you have to fight and defeat a Level 4 "I Loathe You", a level 5 "U noticed You Are Wanted in Seven States for Treason", and a Level 10 "But The King Will Kill Me!".

Whether you fight them with your own powers or you do it by proxy when you summon your abilities like they were pokemon and unleash "Level 4 Boobies" against the Loathing monster, "Level 7 Master Of Disguise" against the Wanted monster and a level 30 "Trust Me, I'm Cool" against the Certain Fatal Punishment monster I don't know.

Anyway. The point is this.

Representing your variable goals as a generated set of (hopefully mildly generic), individual, and above all abstractly valued obstacles/opponents is a step towards better describing your encounters in a transparent way to the players.

It's no less insanely arbitrary, and problematic, than having (potentially gigantic) freaking great purely arbitrary modifiers on everything. Especially depending on your still poorly defined goal structure.

And it doesn't especially get round the problem of defeating a Level One "Meh" in order to convince a guy to pass you your hat off a hat rack as being an encounter that is largely unrewarding for its potential complexity. And a bunch of other issues I've raised with this whole "Social combat achieves whatever we feel like having it achieve today, Yay!" scenario.

But it has the following advantages.

1) You can use it to generate transparent encounters that players can look at and understand, empathize with, and be entertained by more easily.

2) You can use it to generate level appropriate guidelines. So level 4 opponents maybe have limits to how many or what levels or what types of obstacles they can generate. (Maybe even you can have "Boss" characters hand out some slightly higher level obstacle pokemon to their loyal minions too. That would be cool)

3) It's a lot more combatty flavored than progressing around esoteric condition tracks.

4) You can tie abstract attacks onto your obstacle monsters so that even if the character they belong to remains passive the obstacle can be some sort of threat. So when you take on "Hell No The King Will Kill Me" monster and fail to defeat it you walk away terrified of the king or something. Or maybe if you fail to defeat a "Meh" monster you suffer crippling self doubt injuries. Thus producing some appropriate response to "unopposed" encounters. (A potentially vague and probably inadequate one in this form, but at least SOMETHING).

5) Players can go around boasting about that time their Level 7 Boobies double teamed with their companion's Level 7 WTF and took out a fully evolved Level 12 "I Prefer Guys".

6) Which brings me to point 5, which is that its a really gimmicky and cool thing. Which as far as I can tell is your primary goal ahead of balance and functionality. Considering how bad a standard obfuscated version of arbitrary bullshit pretending to be a social system happens to be just being interesting and fun rather than a pile of boring accounting is a (small) step forward.
Last edited by PhoneLobster on Sun Nov 15, 2009 8:33 am, edited 2 times in total.
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Post by Koumei »

PhoneLobster wrote: I've read through it and I see no clearly defined goals for what these encounters actually do.
I figured we don't need another tl;dr rant about it because everyone's done that - everyone has said "I want it to ___" and just not made rules from that.
The closest thing is your condition lists. Which I think are condition tracks,
Kind of. It depends on what you want to do. If you're being accused of being a thief, you might just want to confuse the accuser so he goes "Oh wait, my mistake." Often you'll want to make someone less violent and like you more - all the way to "Love", then maybe make them violent again. And hitting them with status effects during the debate makes it easier to do. But you don't always need to reach that point, and you don't automatically win an argument just because you made someone faint - otherwise you could make them pass out by hitting them with a brick. In an election, for instance, talking someone out cold won't automatically win.
at least relatively in line with my own requirements for acceptable social defeat conditions.
I feel it's important these things be possible but not essential. If you're going to negotiate cheaper stuff, then you just want them to like you enough or believe your lies enough that they agree with you. Failure means, at worst, they'll refuse service altogether or say "You're swindling me. Guards!"

If you're telling the demon to go kill the other dudes on your behalf, then you need to succeed without making him pass out (because that's a bit useless), and failure means that, even if all he wanted earlier was one soul, now he personally feels like feeding you your own asshole.
If that's the case that's kinda OK.
I'm glad it has some approval from you, oh great and mighty one who is the only person who can make social rules even worth typing.
If complex and as yet poorly written.
Complex is good if you're spending any real time on it. If you want social shit to be a major factor, complex is great. Otherwise just say "Roll diplomancy" and call it a day. As for poorly written, I was sort of assuming players don't have to be told what they want. If someone pretty much likes your idea, they will go along with it, you just need to give them an idea they pretty much like, or make them like the idea. It's as simple as that.
But I think you intend to modify difficulty by essentially having different starting points on these scales based on purely arbitrary goal and context fluff.
More or less. The natural state of all people is to not suffer from any of the status effects. Their natural point on the Attitude/Zeal depends on the individual - as well as what you're asking them to do. Yes, saying "I would like a free beer" is going to start off being more acceptable to the barman than "I want you to kill yourself".

Arbitrary goal and context stuff sort of have to come into play.
These progression tracks don't look especially equal, and would likely be less so if some of them can be arbitrarily shortened or lengthened.
I may or may not change them to be equal later. I'm also planning to make it so that the same path doesn't always work - OH NOES MORE ARBITRARY CONTEXT STUFF!

Seriously, yes, if a player has a fear aura then maybe they have an easier time scaring people into a coma (which isn't a guaranteed win) than confusing them into accepting their offer or befriending them. But guess what? Threatening to stamp on someone's colon isn't always the best way to get them to join your army or sleep with you or whatever.
But how do I start further down the Confused track, especially on any regular basis, and while I can imagine starting further down the Embarrassment track easily enough, I can't imagine it happening altogether very often unless your D&D world is somehow set largely in the works of Jane Austin.
True, but again:
1. Reaching the end isn't automatic victory. It is if your goal is for them to shut up, or to 'stop doing things', but a comatose person can't do much for you, either. You ideally want to use status effects in the middle regions to help alter their Attitude/Zeal to the point you're after.

and 2. The idea is not for you to cast Fear on someone then initiate conversation. Just like if you cut their legs off, it's a bit late to sit down and chat.
Also I'd like to see some serious reform and changes to the selection of these categories of conditions/condition tracks at a basic level.

My own broad generic fields of choice are effectively "Seducomancer", "Deceptomancer", "Scarymancer" and "Friendomancer".
I'll consider it. I'm more than happy to just ditch the Logic stuff, for instance, and Insight isn't an attack form, it's your basic defence (similar to how "Armour Class" isn't an attack form like [Cold], [Fire] or [Piercing]). But I like having "Threaten/scare people", "Be nice and make friends. Or just get your tits out.", "Make shit up." and "Insult them or impress them.", and the ability to be scared, confused or embarrassed.
Well once you do THAT you've brought your system back to the level of only suffering the criticisms I level against the pure arbitrary goal bullshitting "system".
I don't really know what you mean by this - it sounds like you hate the part where people have goals, and feel that social combat should be "Two walk in, one walks out after they TALK TO THE DEATH! No context, no consideration of outside factors, Fox only, FINAL DESTINATION!"

But that can't possibly be it, because that's fucking stupid. So I wouldn't mind you explaining what you're getting at.
"How to Write No Rules" thread.
I didn't read much into that. And not, as you'd like to say, because Frank was mean and stupid and shitted it up. But because:

A. It was very tl;dr without having a real point to it,
and B. I don't want to write no rules.

I don't fucking want a stupid latte-sipping, Hipster-jeans-wearing "Indie Gamer" wankfest where there are no real rules, just a very simple die roll that people create context for after the fact.

I want it to have an actual set of rules, with options and stuff, where different characters bring different things to the table. Anything short of that and it's dumb and should be replaced by "Roll a Diplomancy check" and moving on.
And bear with me I'm on serious weekend interstate party/flight sleep deprivation here.
I honestly can't tell the difference.
So trash social condition tracks.
I like having the lists of status effects. But I'll bear with you here, I'm not wed to the idea.
So when you try to win "get past the guards" you have to fight and defeat a Level 4 "I Loathe You", a level 5 "U noticed You Are Wanted in Seven States for Treason", and a Level 10 "But The King Will Kill Me!".

Whether you fight them with your own powers or you do it by proxy when you summon your abilities like they were pokemon and unleash "Level 4 Boobies" against the Loathing monster, "Level 7 Master Of Disguise" against the Wanted monster and a level 30 "Trust Me, I'm Cool" against the Certain Fatal Punishment monster I don't know.
You lost me. Are you suggesting an Indy Shit thing where these are just traits with ratings and you simply roll (rating)d6 or whatever and biggest number wins? Or are these actual statted monsters, like personifications? OS-tans, if you will. And it becomes a surreal case where two people haggling a pint start speaking monsters up which actually fight using actual attacks?
1) You can use it to generate transparent encounters that players can look at and understand, empathize with, and be entertained by more easily.
I don't want things too transparent. I want a system where yes, they totally do have to sit down and read the fucking rules and can't show up while stoned or drunk. They have to make choices for their character (in gaining abilities, then in using them) and can't just BS up an excuse to use their 1 good stat every round. And people who are too dumb to understand how it works? I'm not throwing them a bone, because I don't want to play with them anyway.
2) You can use it to generate level appropriate guidelines. So level 4 opponents maybe have limits to how many or what levels or what types of obstacles they can generate.
This one is good, however. Because if the king didn't get there by stabbing dragons in the face all meritocracy-style, then he's still a level 1 geezer who you can talk circles around, under this system, which can only really be combated by him having higher level guards and diplomats and advisers.
3) It's a lot more combatty flavored than progressing around esoteric condition tracks.
I still don't know how it's really being resolved. I don't now if you say "Ha! I use level 6 Tell me where the lich is hiding or I will cut your eyes out" and they need to pull out their level 7 "I'm more afraid of him than you" and you retaliate with a level 4 "I'll protect you from him!" combined with a level 4 "Also I'll pay you", and it's a fucking card game (in which case you are the weakest link, good bye) or if these things are actually monsters with statlines and we take abstract to a new level.
4) but at least SOMETHING).
I don't feel that every failed encounter has to end in death or whatever. It all depends on - and here's a tissue for you - the context of the situation. Yes, if you fail to talk the guard into letting you through, he'll tell his mate to put a warning shot into your head with his crossbow and encourage you to piss off, or even call for more. But you won't suddenly commit suicide over it.
5) Players can go around boasting about that time their Level 7 Boobies double teamed with their companion's Level 7 WTF and took out a fully evolved Level 12 "I Prefer Guys".
This is an important bit, yes.
Which as far as I can tell is your primary goal ahead of balance and functionality.
Balance is going to be worked in later, possibly by people who are better at that stuff than I am. I'm getting something functional up in the first place, then it'll get balanced, and then I'll be able to say I actually made a social combat thing.
just being interesting and fun rather than a pile of boring accounting is a (small) step forward.
Well at least there's that, but unless your proposed method is pokemon battles with actual "My argument has 24 HP left. It uses a Fireball-Chokeslam against your Passive Aggressiveness", yours sounds like being boring.
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Post by Username17 »

The starting conditions of any encounter are arbitrary. They are procedurally generated from the magical teaparty that led to the action music starting and the dice rolling to begin. The fact that there are six goblins instead of 4 or 12 is a matter of "the story" and the entire point of having rules at all is to handle differing opinions on what actions should do to the six goblins in the story, not to decide that there has to be 8 goblins and you have to make a story around that.

That being said: the fact that the goblins are Hostile or Unfriendly or Violent or whatever is just as arbitrary, just as story dependent as the fact that there are six of them and they have swords instead of maces or axes or whatever.

Having a set of basic conditions is a good core. Basically what you're doing is taking the basic setup of "Roll Diplomacy LOL" and unfolding it into several choices and several rolls. But essentially you're getting to the same results. The target can either go to combat mode or not depending on whether you convinced it to stand down. I think a key component is that there should be a maximum number of rounds based on the least friendly member of the conversation. This makes it so that getting people from Hostile to Friendly is really hard, and more importantly much harder than getting them from Neutral to Friendly, because by the time you've gotten them to Neutral you've still used up some amount of time, so you now have less time to chat up the Neutral character than if they had started that way.

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Post by PhoneLobster »

Koumei wrote:I figured we don't need another tl;dr rant about it because everyone's done that
When writing a rules system, which this is. It doesn't hurt if at some point you actually tell us what it is meant to functionally do.

Yes everyone has done that, but just because everyone else didn't jump off a cliff doesn't mean you can't also not jump off a cliff.

Just a one sentence line would be nice. So the physical combat system when asked what it does says. "I kill people".

I think you need your system to have an answer at least as basic as that. But it would be nice for it to have an answer at all. And not have that answer be "Everything! la-de-dah!"
you might just want to confuse the accuser so he goes "Oh wait, my mistake." Often you'll want to make someone less violent and like you more - all the way to "Love", then maybe make them violent again.
This is incredibly complex and problematic. You aren't just shortening one end, you are shortening, or lengthening, either end of the progress to victory in purely arbitrary ways.

It is confusing as hell.

For it to even begin to work you will need to present some at least slightly formal rules outlines and arbitrary ruling examples/guidelines/tables, or something.

Just saying "from anywhere to anywhere!" tells us nothing about how to actually use this material in practice.
I'm glad it has some approval from you, oh great and mighty one who is the only person who can make social rules even worth typing.
Be a bitch about the fact that I actually have a coherent and consistent stance on this and you won't be getting any assistance from me.
I was sort of assuming players don't have to be told what they want.
In the case of your condition lists with the incredibly vague starting and ending points for the encounters, well, they do need to be told.

Indeed they rather explicitly need to be told every individual encounter what their potential goals are.

If not told then at least they will need to negotiate and have their goals approved. If "Flustered" can maybe be my total goal for the entire encounter, I need to be told that. It doesn't even say that might be the case in the flustered condition.

I mean I can see flustered being the goal if this is something that happens as a single action during a real physical combat and you want a (rather lame) debuff.

But from your talk it MIGHT also be a pure social combat "win condition" as it were. And that needs some better outlining. Example cases, how that impacts the ongoing story line. What risks commonly tie to this win condition, etc...
Yes, saying "I would like a free beer" is going to start off being more acceptable to the barman than "I want you to kill yourself".
Pointing out that my solution does not in fact work how you seem to think it does probably is fairly pointless. But really you should read my own material on it, not RC and Franks panic filled rants.

My proposed solution is motivation based like charm person. Charm person makes those sorts of differentiations. Think about that.
Arbitrary goal and context stuff sort of have to come into play.
But they don't have to come into play as combat modifiers.

And they don't have to come into play so MUCH as to make your condition tracks essentially meaningless (which they currently seem to).

Physical combat abstracts all sorts of fighting actions, styles and conditions clear out of mechanical consideration. That is a large part of what it means to be writing an abstract system.

Abstraction is a powerful tool, you should use it more.
I'm also planning to make it so that the same path doesn't always work
You need more material on that then.
But guess what? Threatening to stamp on someone's colon isn't always the best way to get them to join your army or sleep with you or whatever.
My concern is that your system might actually make it so that it IS the best way to do that.

If I can always have a shorter path to defeating you with one style of social combat then I am flat out better at social encounters than the Seducomancer or whatever. That isn't good.
but a comatose person can't do much for you, either.
That also worries me. Again it makes Attitudomancers way too good. Because Confusomancers and Scarymancers are walking away from all the more serious social combats wondering why they didn't just hit everyone repeatedly with swords instead.
I don't really know what you mean by this - it sounds like you hate the part where people have goals, and feel that social combat should be "Two walk in, one walks out after they TALK TO THE DEATH! No context, no consideration of outside factors, Fox only, FINAL DESTINATION!"

But that can't possibly be it, because that's fucking stupid. So I wouldn't mind you explaining what you're getting at.
Remember social combat happens between actual players.

You have to tell the player that the NPC just either negotiated a 10% mark up, or a 10% discount or whatever and That social combat is over no backsies forever.

And they will be all "wait, my character is alive, conscious, sane, motivated for a lower/higher price or whatever, and aware of what just happened. So why the fuck can't I continue or escalate this encounter."

You need to have more firm ending conditions to your encounters.

Otherwise players will push these boundaries out of petulant rivalry.

How many players do you know that would walk away from a physical combat encounter when some other guy hits them for 5 out of 50 damage? How many just say "cool, we're done, I'll see you later." How many would be happy with you telling them "Fights over, no backsies, you lose!" on that pretext?
Or are these actual statted monsters, like personifications? OS-tans, if you will. And it becomes a surreal case where two people haggling a pint start speaking monsters up which actually fight using actual attacks?... your proposed method is pokemon battles with actual "My argument has 24 HP left. It uses a Fireball-Chokeslam against your Passive Aggressiveness",...
That thing. It seems to be about your level of comprehension/goals here.
he'll tell his mate to put a warning shot into your head with his crossbow and encourage you to piss off, or even call for more. But you won't suddenly commit suicide over it.
You... really should shut up in an effort to sound less stupid.

I mean for instance...
- OH NOES MORE ARBITRARY CONTEXT STUFF!...I want it to have an actual set of rules, with options and stuff, where different characters bring different things to the table. ...

I didn't read much into that ...It was very tl;dr without having a real point to it,... And people who are too dumb to understand how it works? I'm not throwing them a bone, because I don't want to play with them anyway...

I don't fucking want a stupid latte-sipping, Hipster-jeans-wearing "Indie Gamer" wankfest where there are no real rules, just a very simple die roll that people create context for after the fact....
[only a sentence padding later!]...Anything short of that and it's dumb and should be replaced by "Roll a Diplomancy check" and moving on.

... I don't want things too transparent. I want a system where yes, they totally do have to sit down and read the fucking rules and can't show up while stoned or drunk. ...

I'm getting something functional up in the first place, then it'll get balanced,

Balance is going to be worked in later, possibly by people who are better at that stuff than I am.... and then I'll be able to say I actually made a social combat thing.
Your contradictory ravings both glorifying and vilifying ignorance and balance alternately and in quick succession and these other dumb things you are saying do not fill me with fear that you are about to create anything to rival even my own modest mechanics.
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Post by RandomCasualty2 »

FrankTrollman wrote: Having a set of basic conditions is a good core. Basically what you're doing is taking the basic setup of "Roll Diplomacy LOL" and unfolding it into several choices and several rolls. But essentially you're getting to the same results. The target can either go to combat mode or not depending on whether you convinced it to stand down. I think a key component is that there should be a maximum number of rounds based on the least friendly member of the conversation. This makes it so that getting people from Hostile to Friendly is really hard, and more importantly much harder than getting them from Neutral to Friendly, because by the time you've gotten them to Neutral you've still used up some amount of time, so you now have less time to chat up the Neutral character than if they had started that way.
Yeah, you definitely want a point where there's some kind of cap on how long a social "combat" can go for. The addition of maneuvers actually introduces a sort of nice trait in that you can have the maneuvers be expendable and thus when you're out of social moves to use, the battle is over. You've presented all the arguments, used all your counters and now a winner has to be declared.

So that's a nice natural limit you can be built right into a system like the one Koumei is proposing. And really you want that anyway, that way you don't have the fighter constantly spamming "Dramatic Entrance".
Koumei wrote: I don't really know what you mean by this - it sounds like you hate the part where people have goals, and feel that social combat should be "Two walk in, one walks out after they TALK TO THE DEATH! No context, no consideration of outside factors, Fox only, FINAL DESTINATION!"

But that can't possibly be it, because that's fucking stupid. So I wouldn't mind you explaining what you're getting at.
Sadly, that is precisely what Lobster is arguing for, and yes... it is fucking stupid.
Last edited by RandomCasualty2 on Mon Nov 16, 2009 12:49 am, edited 1 time in total.
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Post by Koumei »

PhoneLobster wrote: I think you need your system to have an answer at least as basic as that. But it would be nice for it to have an answer at all. And not have that answer be "Everything! la-de-dah!"
Okay, I'll type one up in a bit.
This is incredibly complex and problematic. You aren't just shortening one end, you are shortening, or lengthening, either end of the progress to victory in purely arbitrary ways.
Using the idea of maximum rounds, I'll probably scrap this. So it's still harder to talk someone from "I want to kill you" to "I want to kill your enemies", but because they won't listen for long.
For it to even begin to work you will need to present some at least slightly formal rules outlines and arbitrary ruling examples/guidelines/tables, or something.
This is reasonable. You seem to be arguing both for and against arbitrary stuff, but possibly you just want more of the arbitrary in the basic rules for the DM and players to read, and less arbitration needed on the spot.
Be a bitch about the fact that I actually have a coherent and consistent stance on this and you won't be getting any assistance from me.
My opinion of you is such that I'm not entirely certain this is a bad thing.
If not told then at least they will need to negotiate and have their goals approved. If "Flustered" can maybe be my total goal for the entire encounter, I need to be told that. It doesn't even say that might be the case in the flustered condition.
What you want to do basically all of the time is change their Attitude. The status effects are means to that ends, and not goals in their own right.
Abstraction is a powerful tool, you should use it more.
I seriously don't want to make things too abstract. I want someone to be able to say "I am more insulting because I am an elf - this is different to you just being more insulting because you learned how to insult people." and have the rules support that.
I'm also planning to make it so that the same path doesn't always work
You need more material on that then.
Fair enough, I'll include that in the write-up.
But guess what? Threatening to stamp on someone's colon isn't always the best way to get them to join your army or sleep with you or whatever.
My concern is that your system might actually make it so that it IS the best way to do that.
Yeah, I'm going to have to find a way to have certain tactics simply work better in certain situations, whether by tying it to Zeal/Attitude or having a table for "Pick a personality type from here, this affects what is needed" or whatever.
That also worries me. Again it makes Attitudomancers way too good.
Attitudomancers seriously don't exist. Everyone is trying to affect Attitude.

Scarymancers do it by scaring the Zeal out of you so you'll listen, then making threats so that you love their proposal ("Give me all your money") because the alternative ("Or I will stab you in the face.") is that bad for them.

Bullshit artists make you think their idea is so great that it has to be good to go along with it, or they flat-out confuse you so you end up not sure what's going on but just going along with it anyway.

Seducomancers/Diplomancers make you like them or put an idea forward that seems pretty good to you - the tricky bit will be making this one on the same level as the others as it has the potential to be stronger (going straight for Attitude adjustment instead of using status effects) and the potential to be weaker (doing it the friendly way usually involves actually making concessions and compromise).

And Performers either move people to tears and impress them so that you'll look bad if you disagree, or they cause strong emotions in you that makes your brain take a back seat to the "Yes, this is a wonderful idea!" Or they insult you until you get pissed off, make yourself look like an idiot, and panic.
Remember social combat happens between actual players.
Yes. And they will have to follow the rules. Sure, they can say "I hate this guy." all the time and start on [Loathe] but if one player Diplomatises the other player to be his bitch, then that's the way it is, just like failing a save against the relevant spell.
You have to tell the player that the NPC just either negotiated a 10% mark up, or a 10% discount or whatever and That social combat is over no backsies forever.
I'm pretty sure I don't. Once it hits +/-10%, this doesn't mean "end of encounter", they can keep haggling stuff. Now yes, once it reaches the end, the NPC could very well get sick of listening and become too stubborn to deal with any further. The player doesn't actually have to then pay the final amount - they can say "never mind then" and just go home having not bought stuff. When the social encounter ends, it can just mean "They are sick of talking and can't be persuaded any further."
You need to have more firm ending conditions to your encounters.
I can live with that. They don't need to be as hardcore as what you push for, though - I seriously remember the thread(s?) where you advocated "Losing social combat should be as bad as losing normal combat." and I think that's stupid.
That thing. It seems to be about your level of comprehension/goals here.
It seems a bit too bizarre.
You... really should shut up in an effort to sound less stupid.
No, you seriously want losing social combat to be as bad as death.
- OH NOES MORE ARBITRARY CONTEXT STUFF!...I want it to have an actual set of rules, with options and stuff, where different characters bring different things to the table. ...
The two are not contradictory. There will be rules, and options for the characters. The best choices and best/worst outcomes are going to vary based on context which can, at best, have a chart with general guidelines.

I didn't read much into that ...It was very tl;dr without having a real point to it,... And people who are too dumb to understand how it works?
Again, these are not exclusive: that thread was one part you showing your hate-on for more than one die being rolled at a time, one part everyone arguing about bell curves and one part... what? You saying that it's better when the rules are incredible simple and vague. You want a case where every subsystem is actually the same subsystem, just with different labels for the objects. I want the "Talking game" to be more in-depth, and to be different from the "Baking a cake" game or whatever.
...Anything short of that and it's dumb and should be replaced by "Roll a Diplomancy check" and moving on.
Yes. Seriously. Make it a proper part of the game, or just brush it under the carpet. I don't like the simple "Make one roll" thing, even though the Indie Gamer crowd want to turn every single aspect of every game into that. But if you're not making a full mini-game out of it, then don't go halfway, don't dedicate game-time to it, just say "This is not an important part of the game" and be done with it.
Your contradictory ravings both glorifying and vilifying ignorance and balance alternately and in quick succession
I don't vilify balance, I just know I'm not that great at it - the point is that that part can be worked on. Understand? I'm getting a basic framework up, then the people who are good at that stuff can help with actually fine-tuning it so that it's balanced and works well.

And I'm pretty sure I never glorified ignorance.
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Post by PhoneLobster »

Koumei wrote:This is reasonable. You seem to be arguing both for and against arbitrary stuff,
I am against the arbitrary modifiers dwarfing the game play elements involved.

RPG rules are meant to bring fairness and player control to the story. Allowing the GM to warp everything to either end of infinity with arbitrary crap is bad. It is worse when that is done but also in a really complex manner.

Anyway. I'm against it, I assume since you didn't know that you basically skipped all my lengthy explanations as to why that is over the last, gosh is it five YEARS now?

But since you are trying to build a system around it and I'm trying to be helpful I'm telling you that you need to put a lot more work into this arbitrary goal thing of yours.

Because "Goals are completely arbitrary, here's how that maybe works" is better than "Goals are completely arbitrary, damned if I know how that actually works in practice."
but possibly you just want more of the arbitrary in the basic rules for the DM and players to read, and less arbitration needed on the spot.
Always, who wouldn't?

Thats what good RPG rules are all about. I'd tell you to go find the old design principles thread but hell, didn't someone mess that one up too?
My opinion of you is such that I'm not entirely certain this is a bad thing.
You invite me onto this thread of yours, you develop these ideas in direct response to my material, you even use the term "Social Combat", that wouldn't even MEAN anything around here without me, where did you think it came from? Now this?

What is with the jerks around here lately.
What you want to do basically all of the time is change their Attitude. The status effects are means to that ends, and not goals in their own right.
That needs to be made more clear.

Also you then need to enforce this somehow to prevent people from using social combat, ignoring the intended focus on attitude and going around confuse stunning merchants to rob their stores in preference to attitudmancing them into free bonus gift giving.
I seriously don't want to make things too abstract. I want someone to be able to say "I am more insulting because I am an elf - this is different to you just being more insulting because you learned how to insult people." and have the rules support that.
That's really rather abstract.
Attitudomancers seriously don't exist. Everyone is trying to affect Attitude. [then a bunch of stuff where you talk about generic paths to motivations that then grant success at individual events/goals]
Really you are about a hairs breath away from accepting my proposal that social combat should be about motivational changes rather than specific individual events.

It puzzles me why you don't make that tiny leap.

A Social combat should effectively end with the winner telling the loser "and your motivation for this scene is wanting to get into my character's pants" and then starting the follow up RP with "Hey sweetie can I borrow your car? I promise I'll bring it back... tonight..."
I'm pretty sure I don't.
I'm pretty sure you do.

The alternative you outline with a series of rolling "goals" being met, discarded and upgraded throughout "combat" is problematic.

If you think you can solve it then do so, but please don't hand wave it with such vagueness because without concrete rules or at least guidelines on this it is just plain outright impossible fantasy at this point.
I can live with that. They don't need to be as hardcore as what you push for, though - I seriously remember the thread(s?) where you advocated "Losing social combat should be as bad as losing normal combat." and I think that's stupid.
The more important aspect of that is that Winning social combat should be as good as winning physical combat.

If social combat is as complex as real combat then that's a simple requirement for the system to function. Your system looks like it wants to perhaps even be MORE complex than real combat.

By all rights any encounter that takes more time and effort to resolve than normal combat should be even MORE rewarding.
It seems a bit too bizarre.
Seemed like it was right up your alley.
No, you seriously want losing social combat to be as bad as death.
Charm person is that bad? Perhaps it is. But it really isn't the same now is it?
The two are not contradictory. There will be rules, and options for the characters. The best choices and best/worst outcomes are going to vary based on context which can, at best, have a chart with general guidelines.
Your arbitrary elements are large, complex and ever growing.

That is the natural enemy of rules, clearly defined options and predictable defined character roles.

Two really do enter one really does win, one of the two is "fair rules and options" and the other of the two is "giant arbitrary elements"
Again, these are not exclusive
You simultaneously refuse to accept complex material that requires a lot of reading, like that thread and indeed a lot of my material on social combat.

But then declare that anyone who can't read and understand your ever growing gigantically complex social combat system is dumb and shouldn't be messing with such things.
... what? You saying that it's better when the rules are incredible simple and vague. You want a case where every subsystem is actually the same subsystem, just with different labels for the objects. I want the "Talking game" to be more in-depth, and to be different from the "Baking a cake" game or whatever.
You really didn't grasp any of the actual on topic posts there did you?

When writing a part of your rules set that includes a giant arbitrary element your biggest bestest ally in the world is Transparency and that was basically the biggest point of that thread.

The more the GM can pick a number between 1 and 5000 based on whim the more everyone, especially the GM, needs to be easily able to determine what that choice means in terms of impact on the game.
And I'm pretty sure I never glorified ignorance.
tl;dr

Remember that?

It came I think not too long before you called some hypothetical dumb asses unable to comprehend your proposed rules as being some sort of idiots.

There is a real contradiction there.

As there was in a lot of your declarations of direction and intent.

But hell, we can just brush over all that and pretend for a while, and maybe while we do that you'll get your shit sorted.

I however genuinely suspect you won't.

And I think pointing out that your shit currently isn't very sorted can only help you, well, sort it?
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Post by Username17 »

Actually, for purposes of bargaining, one member of the trnsaction should be defined as the "seller" who will take whatever they can get, while the other is defined as the "buyer" who will take the trade if they like it well enough. You want it so the sometimes people will end up selling the cow for some beans, and that can only happen if at least one of the members of the trade is bound to make the trade regardless of outcome.

You don't want to get into a hand wavy position where players have the option of restarting negotiations and then the music plays some more or maybe the shop keeper gets bored and goes home. Because that shit makes the game drag on forever and it makes swindling impossible.

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Post by RandomCasualty2 »

FrankTrollman wrote:Actually, for purposes of bargaining, one member of the trnsaction should be defined as the "seller" who will take whatever they can get, while the other is defined as the "buyer" who will take the trade if they like it well enough. You want it so the sometimes people will end up selling the cow for some beans, and that can only happen if at least one of the members of the trade is bound to make the trade regardless of outcome.

You don't want to get into a hand wavy position where players have the option of restarting negotiations and then the music plays some more or maybe the shop keeper gets bored and goes home. Because that shit makes the game drag on forever and it makes swindling impossible.
Yes.

If you're going to have a social system at all, it has to work on PCs and the players have to be willing to accept that sometimes their characters will get tricked or swindled. Perhaps the biggest killer for social systems is this idea that social systems don't apply to PCs and that they have the option of just vetoing the results with some "my character wouldn't do that" bullshit.

There may well be some kind of retreat option in social combat where you can just try to back out of a deal if you think you're losing, but it shouldn't always work. Sometimes the used car salesman should get you.
Last edited by RandomCasualty2 on Mon Nov 16, 2009 8:06 pm, edited 3 times in total.
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Post by Draco_Argentum »

PhoneLobster wrote:You invite me onto this thread of yours, you develop these ideas in direct response to my material, you even use the term "Social Combat", that wouldn't even MEAN anything around here without me, where did you think it came from? Now this?
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Post by Koumei »

Ok...

PL:
Calling your thread tl;dr has nothing to do with ignorance, and everything to do with me feeling that you spent way too many words yammering on about:

A. Subjective stuff, and
B. Stuff that isn't relevant to any system I make.

Regardless of your intent, it reads as "Indie games are awesome and you should strive to have your system be 'make one die roll for every situation with that one roll sorting everything out. Try to argue your way into using your good skill for everything like Ranma does with martial arts."

I want it to be as transparent as the rest of Tome D&D: you know an ability is good because it does what the label says it does. You have plenty of these abilities to choose from. There are lots of options for optimising, so that sitting there and trying to find the best one is rewarded.

This means that yes, I'm going to have to include more information. Stuff like tables of "What X will settle on/be weak against/resist based on their goals." as you and others have said. I will concede that. It also means it's going to be too complex for any "One size fits all" game system or "Try to MTP everything with a die added", which is what you push for in that thread.

Think of it this way: currently D&D has the combat game, and the "everything else" game. I don't just want to make social a brightly coloured part of "everything else", I want it to become "the combat game", "the social game" and "everything else".

Regarding being a bitch, I am going to do something that is very much against my principles here, and apologise on the Internet: I'm sorry, I was totally being a bitch. You bring that out in everybody though, so it might not actually be "everyone else is a jerk". But yes, I did invite you into the thread - in the same way I invited everyone else who isn't on my ignore list: you're welcome to come here and give ideas, but it's still my project and I won't give special treatment just because you have a system that works for you.

But that doesn't invalidate the fact that it wouldn't hurt for me to pay a little more attention to your points as opposed to dismissing them on the grounds of "You're a dick and if we met I would hurt my knuckles trying to punch you."
In general:

It's becoming more clear that the system itself needs to be scrapped and re-done from the top. Because the status effects are pretty much in line with Fear effects, and that's a problem because those are combat status effects. So while I applaud any game that lets you shout "Your mother's a whore!" at the enemy to get a bonus against them (sadly, only Slayers d20 specifically includes such mechanics), mixing it into the regular combat isn't the intent.

But I'm going to keep the list of abilities for people to pick up, complete with the quotes. That way it'll at least have more value than the complete works of Andy Collins.

So what it really needs:
*A table with common "people in social scenarios". Examples would be "Someone selling something: they'll take whatever they can get for it at the end of the day, no matter how shitty the terms." or possibly just a few distinctions between "Someone who wants X at all costs" and "Someone who may or may not want X, depending on how cheap it is".

*A table with a bunch of general guidelines on the attitudes/bonuses people would have in different situations, and what a given attitude would mean, such as "Horatiatus the inquisitor of Pelor: starts off Defensive and Unfriendly, Intimidate is Not Very Effective. If made Hostile he will put a crossbow bolt through your chest. If made Friendly he will actually trust your word and stop investigating you. If made Helpful he will follow up on the leads (baseless accusations) you provide"

*Redo the whole mechanic part of it, though it's still going to more or less be a case of people using their abilities to counter each other's abilities and slide each other up and down the Attitude/Zeal tracks.
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Post by Draco_Argentum »

I'd like to point out that combat has a place for arbitrary bonuses, its called terrain. The higher ground bonus or cover bonus exist or not depending on whatever the DM makes up. The important thing is that the rules for cover are consistent, half cover is always the same once you decide that something is half cover.

Social terrain could be handled similarly, a set of fixed rules that either apply or not dependent on the DM's encounter setup. As long as Racist Fuck is always a +4 bonus on disagreeing with people from a hated race its really no different from the cover rules.
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Post by PhoneLobster »

Draco_Argentum wrote:Social terrain could be handled similarly
It could but though I accept it as part of my ideas the pro arbitrary context crowd (including Koumei as of the now redundant version) don't.

So while it can work like that. It isn't what they ever seem to actually propose doing.
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Post by RandomCasualty2 »

Draco_Argentum wrote: Social terrain could be handled similarly, a set of fixed rules that either apply or not dependent on the DM's encounter setup. As long as Racist Fuck is always a +4 bonus on disagreeing with people from a hated race its really no different from the cover rules.
I always liked having the idea of no positive or negative social traits, and only neutral ones that give bonuses and receive bonuses. Being racist for instance might give you a +5 to resist negotiations against a race, but it would also give you a penalty if someone offered you a deal that would screw over the race you hate. Being greedy would give you a bonus to resist getting conned in deals that sell you the short end of the stick, but it would also make you more susceptible to being bribed.

Things like that I think is what you want, since every creature should be capable of having anywhere from none to many social traits. In fact, the whole basis of a difficult social encounter should be discovering how best to use its traits to your advantage. Which is seriously how real negotiations work. You find something the other person is interested in, and use that as your bargaining chip.
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Post by Sir Neil »

Neat. My default state is Defensive or Violent and Opposed or Loathe, combined with Stubborn as a Dorf.
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