I feel we can use
the art of acting as a foundation for a proper social combat system - in any
good play, characters are constantly opposed by other characters, all trying to
achieve their (often mutually-exclusive) goals.
This is, or can be, exactly what happens in a social situation in a
roleplaying game. Think of Macbeth -
Lady Macbeth wants to be Queen of Scotland, so she bullies her husband into
killing the king and seizing the throne.
Macbeth is ambitious, but not to the point of killing the king, so Lady
Macbeth wheedles him, taunts him, and berates him to accomplish the deed. Most actors, looking at that scene, will
subdivide the scene into smaller units, called beats. Beats are the smallest unit of theatrical
time, and in each beat each character uses a tactic to achieve their current
objective. So, in one beat, Lady Macbeth
uses the taunt tactic by questioning Macbeth's manhood to cow him into killing
the king. If this works, then the
conversation is done and Macbeth goes off and does the bloody deed. If it doesn't, then Lady Macbeth tries a
different tactic. If you can think back
to seeing an awful high school play, one of the reasons they can be so boring
is that the actors often will use a very limited range of tactics, so the
scenes turn into a hack-and-slash fest of each character going at it with the
same tired tricks over and over again.
Sound like one of those really awful battles that took forever and were
just a waste of everyone's time? Or that
one dungeon with the rogue saying "I check for traps" / "There
aren't any" / "I move to the next door and check for traps"… ?
Now, the consequence
in a theatrical sense, is not achieving your goal or losing your goal entirely
in favor of someone else's. In the scene
prior to Macbeth killing the king, Macbeth's goal changes from pursuing a happy
status quo to killing the king and ascending to the throne as a direct result
of Lady Macbeth's persuasive prowess.
So, looking back on
this example, it seems like we can take away two things: the first is that a
good social combat system will feature a broad number of different tactics,
each with pros and cons, and the second is that the consequence for failure is
losing your personal objective or, more simply, doing what the other person
wants instead.
Now, there are games
with excellent social combat mechanics, like ASOIAF's remarkably detailed
Intrigue system. What are the
differences between a game like D&D and FATE, the White Wolf line, or
ASOIAF, with regard to social conflict?
In my somewhat limited experience with those systems, it is the
willingness of the players to relinquish control of their characters on a
somewhat regular basis. In a D&D
game, players are often psychically invulnerable to the demands of others. The DM can seize control of character
behavior only in very limited circumstances - domination, geas, etc. Do so in
any other situation will result in players calling out "bullshit" and
"railroading!". I know Alexis
will require his player's characters to make Wisdom rolls to avoid putting
their feet in their mouth (by divulging unpleasant secrets, etc.), and I think
this is an excellent choice. It adds
value to the Wisdom attribute. Looking
at the blogosphere, though, it seems this is a rather unconventional choice.
I actually this has
to come down to the OSR idea of player skill.
Player skill, like recognizing yellow mold or bringing wooden shields on
dungeon delves just in case a rust monster appears, is very clearly an important
part of how many people play D&D.
However, to me, this makes D&D more like a board game than a
roleplaying game. One of the things I
love about D&D is that it mirrors the real world. How often have you had the goblins cackle for
a round instead of pressing their advantage?
Or had a villain monologue? Our
NPCs don't always respond 'optimally' in a given situation, and I think that
makes the game better. I feel that the
PCs not always responding optimally also makes the game better. A board game is all about player skill - that
is the quality being tested (well, that and luck). Think about the epic board games like
Talisman or Mansions of Madness - both games involve acquiring items and
character power, but they are ultimately testing player skill, not character
skill.
One of the ways
player skill and character skill come into conflict with regard to diplomacy is
in how your players conceive of the conversation, and this was my mother's
point. We can conceptualize a natural 1
- we have stubbed enough toes in our own homes, bashed our thumbs in with our
own hammers sufficiently to understand that fumbles happen, and we can accept
them in our D&D game. But what does
a natural 1 in a conversation mean? Or a
natural 20? If we can find mental models
for these results, maybe we can finally come up with a meaningful mechanic for
social conflict resolution.
So, here are my
thoughts to help create some social conflict expectations. A 1, to me, is that year you spent sitting
next to your crush too timid to say anything.
Or the off-hand comment delivered at the critical moment that ends a
friendship. It's the inopportune cough
right in the middle of a caesura that gets you ejected from the symphony hall,
or the presentation of Medea so powerful it incites the entire audience to riot
and kill you. Hmm. The range of consequences for this natural 1
seems to depend entirely upon the circumstances in which it happens (just like
fumbling on the edge of a volcano's edge is a lot worse than fumbling in your
home with a hammer).
Now, for a natural
20. Maybe it's that interview where
everything you said made your interviewer lean in closer and closer, and you
leave the interview having signed the contract.
Or that time when you managed to charm your professor into giving the
whole class an extension on the term paper (or let you make up the final exam
when you slept through the exam's time slot).
The acting audition where everyone after you copies your acting choices
because they were that good. Or the
choreography of Rite of Spring that incites the audience to riot (no performers
dead, this time).
Both of those
performances were probably 20s on execution, but 1s on sensitivity/audience
reception. But that's an issue we
probably don't need to unravel right now.
I'll post my particular social combat rules up in a few days, and I'd
love to hear some feedback.
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