Showing posts with label Persuasion. Show all posts
Showing posts with label Persuasion. Show all posts

Sunday, September 2, 2018

Expanding the Card Mechanic

After teaching my players the Persuasion rules and having them come up several times during the running, I'm pleased to say they worked exactly how I wanted them to, with a few adjustments.

During our discussion after the fact about the new mechanic, one of my players suggested I find other uses for it, other skills that's resolution could best be determined through this card process. We brainstormed a list, and I've now a table that lists each skill and the unique failure conditions for each suite and face card (except for Artist, which will need its own table).

  Caravanner Mechanist Persuasion Ritual Mishaps Wildcrafter Wrangler
Hearts Social Jam Bitterness Changed Tainted food Defiant
Ace 4 ranks principle Lock sealed New enemy roll 2d4+2d6 Half inedible Cannot be trained
King 3 ranks principle 4 people to unstick Followers, hirelings accosted roll 2d4+1d6 Third inedible 4x time to retry
Queen 2 ranks principle 3 people to unstick Party waylaid roll 1d4+1d6 Quarter inedible 3x time to retry
Jack 1 rank principle 2 people to unstick Reputation tarnished roll 1d6 Quarter inedible 2x time to retry
Diamonds Add card Break pick Bribery Greedy Misidentified As hearts
Ace ranks +2 Break 4 Bribe as 14 4x All weeds Unbroken
King ranks +1 Break 3 Bribe as 13 3x 75% weeds 4x time
Queen ranks +1 Break 2 Bribe as 12 3x 50% weeds 3x time
Jack ranks +1 Break 2 Bribe as 11 2x 50% weeds 2x time
Clubs Physical Noise Violence Drained Broken gear Feral
Ace 4 ranks principle 6d6 yards All-out assault 1 injury 8 pieces Eats people
King 3 ranks principle 6d4 yards Kidnapping Take 3 damage 6 pieces Attacks people
Queen 2 ranks principle 4d6 yards New faction involved Take 2 damage 4 pieces Afraid of people
Jack 1 rank principle 4d4 yards Lodgings assaulted Take 2 damage 2 pieces Retry +1 cards
Spades Mental Slowed Negation Flawed Infected As clubs
Ace 4 ranks principle Quadruple time spent Negate and duplicate Higher tier ritual Take 1 injury Eats people
King 3 ranks principle Triple time spent Negates 3 All random Take 3 damage Attacks people
Queen 2 ranks principle Double time spent Negates 2 Random ritual Take 2 damage Afraid of people
Jack 1 rank principle Double time spent Negates 2 Random focus Take 1 damage Retry +1 cards
We'll integrate these into our game the next time we play and see how things turn out.

Thursday, August 2, 2018

Persuasion Examples

The previous post on Persuasion rules was concise, but needs some illustrating.

Our initial encounter is fairly straightforward: the party has been caught wandering the city after curfew. There are 4 watchmen and 6 party members. The watchmen are Novice Ascetics while the best Orator in the party is Apprentice.

The watchmen draw a Jack of spades but, because they have no ranks in Ascetic, draw a replacement card: the King of diamonds. I keep drawing until we get a number card: the 9 of diamonds. Even though the Orator is a Novice Grokist, I still play this card faceup. I shuffle the deck before the players draw. The player draws 2 cards, the Queen of diamonds and the 9 of clubs.

The player chooses the Queen, and the players succeed - they pay the requisite amount (the daily wage) and may be about their business. If they for some reason chose the 9 of clubs, they would fail and must pay 512 * the daily wage (this is less terrible than it might sound: in the players' current city, Tal Afar, the wage is 8 bronze pieces, making the required bribe equal to 17 gold pieces). If the players cannot or will not pay, the watchmen in question will hound the party for the next 9 days. Regardless of whether they pay or not, the watchmen insist the party return indoors (and will fight if the party refuses).

As a second example, a new party wishes to access the University of Reyjadin's archive on ritual magic. The attending archivist is a grumpy old woman who has no time for dirty adventurer types. She is a Professional Ascetic, while the party's best Orator is but Apprentice. Because the player cannot play enough cards, the attempt ends immediately, with no consequences for the party (although, consequences will certainly follow trying to access the archive anyway).

If the party then spends some time developing their rhetorical skills and return once their Orator is a Specialist, we draw cards. The party's Orator is an Apprentice Grokist, which reveals the first two of the archivist's cards. I draw faceup the 10 of spades and the 10 of hearts, and then draw facedown the 5 of spades. The first card, the 10 of spades, determines the trump (spades).
The player then draws their four  cards: the 9 of diamonds, 6 of hearts, 10 of clubs, and King of clubs. They may only use 3 of their 4 cards directly against the archivist and must choose their 3 before the archivist's final card is revealed. They choose both clubs and the 6 of hearts, since it matches suit with one of the faceup cards. The 9 is removed - it can be used to modify the played cards, but can't directly attack one of the archivist's cards.
I reveal the archivist's final card, the 5 of spades, and the player now must decide how to allocate their cards. They can't beat all of the archivist's cards and are now trying to mitigate the damage from failing. Because each undefeated spade will remove one of their cards, they can't avoid the penalty from the 10 of hearts. Consequently, the players are stuck outside of the archive until the archivist cools down (10 days later).

For a third and final example, our now-Specialist Orator encounters the same watch patrol as before. The watch draws an 8 of diamonds, played faceup, while the player draws 4 cards: the 7 of hearts, Joker, ace of spades, and King of spades. The player chooses the 7 of hearts to oppose the watch's card. They discard a card to transform their heart into a diamond, and, because the card is now a diamond, they spend double the daily rate to increase the 7 to an 8, which defeats the watchmen's card. The players pay the watchmen 18 bronze pieces and go about their way.

Persuasion, redux

I wrote previously about my rules on persuasion, a set of rules designed around brokering deals. In my last running, the party was asked to relieve the sadness of the inhabitant of a mysterious tower. My players were unaware of the rules, and I totally neglected to teach them to my players. As I was thinking about it, I came up with a different approach that feels cleaner, well-differentiated from combat, and also far more specific.

I already have a deck of cards as part of my running materials, as we play blackjack whenever my players gamble. That let me to think about other ways I could use the cards during play, and the application to persuasion came in one of those post-midnight flashes of insight. The following approach is indebted to the Russian card game дурак and Zak Sabbath's use of the tarot deck in Demon City.

These rules come into effect whenever the players make a reasonable request of an NPC. Reasonable here means the request is not inherently absurd, impossible, etc. Asking a city watch member to let the party pass is a reasonable request, while asking an innkeeper to believe the party are incarnated gods is not.

Representing the NPC's resistance to the suggestion, the Facilitator will draw, facedown, a number of cards from the deck equal to the NPC's Ascetic tier (1 for Novice, 2 for Apprentice, and so on). The first card drawn represents the NPC's fundamental resistance to the request. If an ace, the attempt fails. If not an ace, the card's suit determines the trump for that person. The player's Grokist skill then allows them to flip cards over, in the order the Facilitator drew them (one card revealed per Grokist tier).

The requesting player will then draw a number of cards equal to their Orator tier, reflecting the arguments available to them at the moment. The player must then choose a number of their cards to play against the NPC's resistance. If they can't match the number of NPC cards, the check immediately fails. If they can match the number of cards, the Facilitator will reveal all of the NPC's cards. In order to succeed, the player must be able to "beat" every displayed card.

In order to beat a card, the player's card must match suit and have equal or greater numerical value (aces are high) or belong to the trump suite.

Each suite corresponds to a persuasion tactic, and the trump suite reflects the strategy to which the NPC is most vulnerable.
Hearts - charm or seduce
Diamonds - bribe
Spades - rationalize
Clubs - threaten

Accordingly, the players can modify some of their cards.
Hearts and Spades values are immutable, but the player may discard a card (either played or unplayed) to change the suite of a card within color (heart to diamond) or to raise an immutable card's value as though it were the other suite (increasing a spade through the mechanic used to increase a club).
Diamond values are increased through spending money. Playing a diamond card requires an initial investment based upon the day rate of the current city, and doubling that amount increases the value of the diamond by 1.
Club values are increased by the persuading character's companions. Each companion with at least 1 rank in Combatant can be used to increase a club's value by 1, once (that is, if the player needs to increase two different clubs by 1, their character need two companions, one per card). However, the number of companions unused must always exceed the NPC's number of companions (if attempting to persuade 4 guards, the persuading character must have more than 4 companions to spend them increasing club values).

If the player beats the NPC's cards, the NPC accedes to the request. If the player fails, the consequences depend upon the undefeated cards.

Hearts leave the NPC embittered towards the PC, and the value on the card represents the feeling's intensity. A number card (2-10) indicates the number of days the NPC will remember the incident - anytime the party encounters the NPC's faction, that NPC will be present and interfere as much as possible (all tests are hard).
Jack: the NPC hires a band of imposters to tarnish the party's reputation.
Queen: the NPC hires a band of brigands to waylay the party and take their stuff.
King: the NPC targets the party's followers and hirelings, forcing them to make a morale roll. If they fail, their morale increases by 1.
Ace: the NPC allies with an enemy of the party or becomes a new antagonist.
Diamond failures require the party to pay through the nose to avoid the Hearts result. The value on the card equals the number of doublings of the daily rate required to assuage the NPC (so, a 4 of Diamonds means the players must pay 16 * the daily rate). The Jack, Queen, King, and Ace are equal in value to 11, 12, 13, and 14, respectively.
Clubs make the NPC belligerent. For number cards (2-10), if the NPC has Combatant ranks, roll 1d10. If the result is less than the number, the NPC and their group attacks until someone has taken an injury or another group of individuals intervenes. If the NPC does not have Combatant ranks, they will find someone who does. The number on the card equals the number of people they find interested in teaching the party a lesson.
Jack: the NPC trashes the party's lodgings.
Queen: the NPC motivates a new faction to take action against the party.
King:the NPC attempts to kidnap someone about whom the party cares.
Ace: the NPC commits everything they have into subduing the party.
Undefeated spades neutralize the player's cards. A number card removes a player's card of lesser numerical value (player's choice).
Jack: neutralizes two cards below Jack
Queen: neutralizes three cards below Queen
King: neutralizes four cards below Queen
Ace: neutralizes all cards and copies the penalty of the highest red card.

Final notes
If there are multiple failures of the same suit, all penalties stack if possible. For clubs, roll for each card. Each additional roll indicating combat attracts an additional fighter to the fray.
NPCs with no ranks in Ascetic cannot defend with face cards or aces - if such a card is drawn, return it to the deck and draw again. This ensures there aren't inordinate penalties to interacting someone without the actual capacity to hinder the party.
Shuffle the Jokers into the deck. If the Joker is trump, the NPC agrees to the request immediately. Any card defeats a defending Joker, and Jokers cannot be played to defeat other cards.
Until the consequence of the persuasion attempt has occurred and a new day has begun, the party may not attempt to persuade the same person(s) again.

Sunday, July 3, 2016

The Persuasion System

The last time I wrote about Persuasion, I was agreeing with Alexis' comments that one of the major drawbacks of most social mechanics in tabletop roleplaying games, the reason why they fail to 'work,' is their lack of meaningful consequences for failure.

The proper consequence for a failed social interaction is to lose agency in some way proportional to the scope of the party's original request, either by agreeing to undertake some (undesired) action or immediately facing consequences for their persuasion attempt (getting into trouble with the local authorities, etc.).

But before I get to talking about outcomes for Persuasion, I want to outline how the whole process works.  My original approach, drawing from my theatrical training, was a beat-by-beat approach, focusing on specific tactics employed by  both sides.  What I realized was that this was the equivalent to asking players whether to slash at the left bicep, left thigh, or go for the low torso strike each round - far too granular to create a workable system.

My current approach is drawn from how persuasion is often conducted by professional persuaders (salespeople, lawyers, swindlers, etc.), as detailed by Lunamanser's response to this question, and corroborated by some basic Bing searches.

There are potentially four stages to any Persuasion attempt: the pitch, discovery, the proposal, and refutation.

The Pitch
This is the process' starting point - attracting the interest of the party you are trying to persuade and outlining a very general idea of your proposal, convincing them that they should at least take the time to hear what you are saying.  This is an Orator or Mountebank test against the Ascetic discipline of the targeted individual, affected by the reasonableness of what you want, the status/privilege differential, your reputation and relationship with the target, and similar factors.  Success means you can move on to the next step, while failure at this point means the attempt is over (with no negative consequences).  You can try again but would need some way of further enticing them to listen.

Discovery
In order to successfully persuade someone, you have to know what they want and how much they are willing to give.  Discovery is the step in which these two things are, well, discovered.  Borrowing from the language of psychics and mentalists alike, we have hot readings, cold readings, and warm readings.  A hot reading requires researching your target, by sneaking into their home, asking questions of their business associates, family, and/or servants, etc.  Cold reading, on the other hand, is learning information about the target while talking with them.  Test Grokist (from Heinlein's grok, of course) against their Ascetic discipline.  Success reveals what the target wants (their hopes and fears, etc.), failure does not.  A warm reading employs both hot and cold readings, gaining benefits from each.

The Proposal
Combining the Pitch and what you've learned from Discovery, the proposal is a deal between you and your target, where you suggest some way of giving them what they want while you gain what you want, testing Orator or Mountebank against their Ascetic discipline, modified by how their potential gain and risk balance out, as per the table below.  If you offer something not desired by your target, they might still be swayed, but their gain will be measured as one or two categories less (depending upon the difference between what was offered and desired).  Thus, while for low-risk or low-cost actions, research is not particularly required, the discovery step is crucial for high-risk or high-cost actions.

        Risk or Cost    
Gain   Extreme High Medium Low Negligible
Extreme 1 step harder As-is 1 step easier 2 steps easier 3 steps easier
High 2 steps harder 1 step harder As-is 1 step easier 2 steps easier
Medium n/a 2 steps harder 1 step harder As-is 1 step easier
Low n/a n/a 2 steps harder 1 step harder As-is
Negligible  n/a n/a n/a 2 steps harder 1 step harder

Remember that costs do not have to be physical - religious and personality costs also need to factor into this equation.
If the test is successful, then the Persuasion attempt has concluded, and the agreement has been agreed-upon.  As long as you do your part, they will do theirs.

Refutation
If the test is not successful, you move to the Refutation step.  You get one chance to modify the offer to somehow make the target's position better (increasing their gain, reducing their risk, or both).  If this is successful, then the target agrees to the new deal and will deliver on it, as long as you do the same.  If this fails, then the target is unmoved by your rewards and, depending upon what was asked and what was offered, may tell the authorities, other folks in the same line of work, etc. - whatever will most thwart the your stated goal.



This process, superficially, bears very little resemblance to most social mechanics I've seen in other RPGs.  However, I think this is a much more workable solution to a meaningful social mechanic.  The trio I've seen in many RPGs, Diplomacy, Bluff, and Intimidate, are very distinct, but consider your favorite thriller movie or TV show - when a character is threatening another, how is the skillset used different from when they are making a deal between equals?  If they are lying or bluffing, how are the skills required for this different?  In fact, using diplomacy, bluff, and intimidate are only clearly distinct if we think of them as intentions, rather than actual mechanical skills (emotional self-control, choosing the most effective words, physical awareness, power-awareness, etc).

Scenario #1: Bribing the [guard, clerk, maid, whatever]
The party's most diplomatic character walks up to whomever and makes the Orator or Mountebank test (Orator if being essentially honest, Mountebank if concealing their identity or employing some other form of falsehood).  If they succeed, great.  If not, then they show the bag full of coin and retest.  Discovery is not important here, because this is a low to medium risk scenario for the target; except in remarkable circumstances, the worst outcome is losing one's job or some reputation.  While absolutely undesirable, definitely something that can be overcome, especially with some financial assistance.  The players have access to the above table and so decide to offer a 'high' reward, a month's wages, to the target (not spare change to the party, but not a huge loss, either).  If this failed to work, they could up the ante to 6 months or 1 years wages in the Refutation step.  They make the final Orator/Mountebank test, promising to hand over the funds in exchange for whatever favor they need, and proceed as usual.

Scenario #2: Intimidation
In any intimidation scenario, the party is balancing the target's fear of being killed or brutally beaten (or having sensitive information released) against the cost of whatever favor they ask.  In this case, the Orator or Mountebank test in the Pitch is about convincing the target of the party's willingness to follow through on the threat (with Orator for a party genuinely willing to do so, or Mountebank for a party that is not [or does not have the blackmail material]).  The potential consequences for failure at this stage are not very high - if they fail the initial test, then their target believes they are either lying or just a bunch of fools - some minor consequence might result (spending the night in jail or being fined) depending upon the intended target.  If successful, though, the process moves onto the Proposal.  Here, gain will be somewhere between medium and extreme, depending on how much that person values their physical safety (finding out who would be most vulnerable to intimidation would come from a successful Discovery step).  As before, balance the costs with the benefits of not being mincemeat, roll the final test, and see where it stands.

Ultimately, this process can take only two rolls, for simple requests like the two presented above - one to get the target's attention and one to conclude the deal.  However, it can also accommodate more involved, delicate proceedings with a better handle as to when, how, and why communication might break down.  Lastly, there is only one step where the players' failure only means that they do not succeed (and even then, they have to raise the stakes and offer something more meaningful to try again, so they are absolutely set back).

One last thing is that NPCs with agendas can absolutely make use of this process against the players, too, with one exception - the players can control who to whom they listen.  Being honest, though, as a DM, your job is controlling what your players find interesting, so that shouldn't be too tricky.  If the players fail that final test, then they have agreed to whatever course of action the NPC suggested.  If the players can force NPCs to lose their agency and do as the players wish, the NPCs can force the players to lose their agency and do what the NPCs wish.

My regular game is on standby for the next little while, but I'll see how this approach works when I next get a group together.

Status and Privilege

After doing some more research on the topic of Persuasion - my social resolution mechanic - I think I'm ready to roll out some rules.  The first, and most important part of the groundwork is coming up with a mechanical way to figure out how status and privilege affect the persuasion attempt.

As I looked at other RPGs for rule suggestions, I came up essentially empty.  The reason for that is that status is intimately connected to the culture in which the interaction is happening.  Thus, rather than one status system, I need one for each culture: Archivists, Areinians, Bairnedred, Ferocia, Southerners, and Tarluskani (with the Confederacy being lumped in with the Tarluskani).

Level
Archivists
Arein
Bairnedred
Ferocia
SK
Tarluskani
0
Non-Archivists
Unemployed poor
Non-elders
Non-Ferocia
Confederate slaves
Confederate slaves
1
Exiled Archivists
Employed poor
Elders
Regular Ferocia
Rural commoners
Nonhumans
2
Apprentice Archivists
Scribes/barristers

Tribe elders
Urban commoners
Southerners, Areinians
3
Regular Archivists
Merchant class


Nobility, priesthood
Ethnic Tarluskani
4
Conclave members
Oligarchs


Beacons
Tarluskani military
5





Generals

The way this works is by first determining in which social sphere the persuasion attempt occurs, and this generally will occur in the context that gives the most advantage to the target of the persuasion (unless this person is wildly out of their area of expertise).  Additionally, if the persuader is in a group of individuals, they will assume the lowest status of anyone in their group.

Here's an example: the party, which comprises of 3 Southerners and a Bairnedred, is attempting to persuade a Tarluskani guard in Reyjadin to let them into the city after curfew, when the gates have been shut.  This is a Tarluskani operating within their official capacity, so the interaction will use the Tarluskani frame of reference.  The guard has a status of 4, whereas the party (with their Bairnedred companion) has a status of 1.  Since the guard has an effective status of 3, all of the party's attempts to influence the guard come with a -3 penalty.

This -3 works in my game, with my skill system.  For a d20-based system, I'd recommend doubling the modifier, to -6 in this case.