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2021-12-01, 03:54 PM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
Where in this block of text is a statement of values, the actual reason why you care about any of this?
As I pointed out, trolls, dragons and other such creatures in myths are humans, plus or minuss a trait or two. Beyond that, there is no non-arbitrary benchmark for how these creatures ought to be, because they are not real. A playgroup has complete freedom to decide how they work, so deciding that they work within the real capabilities of that playgroup is perfectly valid.
Originally Posted by Telok
Originally Posted by Telok
Originally Posted by Telok
Fun fact: many fantasy LARPs had inherited dice-based mechanics and stats from tabletop games, back in the day. They were done away with when LARPers figured out they were unnecessary or that there were alternatives better suited to live-action medium. The only thing ignoring LARPs does is that you miss out on any innovations that could be backported to tabletop.
Originally Posted by Telok
Related: if part of the problem is that these people haven't played games outside D&D's game design paradigm, how is part of the solution not having them play games outside that design paradigm?
Originally Posted by Telok
Originally Posted by Telok
Originally Posted by Telok
You being better at social skills than your players isn't a problem. Use your skills to give them pointers and raise them to your level, or lower yourself to theirs. Ie., act, and help them to act.
Originally Posted by TelokLast edited by Vahnavoi; 2021-12-01 at 03:56 PM.
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2021-12-01, 06:14 PM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
First and foremost I think all rules in a roleplaying game are “roleplaying rules” by definition.
Second, we don’t need to think of rules as necessarily modelling anything, at least not primarily. Rules might be generating or incentivising or some other verb, rather than modelling.
But yeah I think you’re on the right lines with HP creating an action movie feel. Rules for diplomacy, negotiation, deception etc might create some other kind of feel. You don’t necessarily need to jettison any notion of normal human behaviour to make them work.
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2021-12-01, 06:25 PM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
It's fine for those other game systems to not have social mechanics, but then I'd expect those game systems to have been built with that in mind. The players of those games can have their fun. I might even enjoy it given the opportunity. As an analogy, I like board games with defined rules and a winner, but I can also enjoy party games which are more about the participation than having rules and an ultimate winner. However, I prefer the RPGs with social mechanics and such a game is not wrong to have them. If that's not to your taste, that's fine, but that's all it is - a matter of one's personal taste. A game is not superior or inferior for doing it a particular way, nor is a player required to play the other type. A player might agree to try it when asked by his friend, but there's no commandment that he must do so.
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2021-12-02, 12:00 AM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
Has anyone considered that a roleplaying game where the player has to perform an act of the relevant ability in order to completa an action would be a kickass idea for a gameshow?
Like they could have a Double-Dare style obstaclemcoirse for dexterity and one of those carnival ring the bell strength yesters for strength and for constitution you'd have to go on some dizzying tilt-a-whirl esque ride without vomiting."If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins
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2021-12-02, 01:54 AM (ISO 8601)
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2021-12-02, 03:30 AM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
yeah, but this would be in the context of an RPG
"If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins
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2021-12-02, 04:34 AM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
There already are reality television game formats which are or include roleplaying (EDIT: as well as filmed and televised LARPs). If you think this hasn't been done, you haven't watched a whole lot of TV.
Last edited by Vahnavoi; 2021-12-02 at 04:34 AM.
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2021-12-02, 08:47 AM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
And are probably a better person for it.
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2021-12-02, 10:10 AM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
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2021-12-03, 06:11 AM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
Not exactly.
A roleplaying game is a rule-based exercise where a player assumes viewpoint of a character in a staged situation and decides what to do, how, and why.
A lot of rules in a roleplaying game do not directly concern who a player's character is, what they can do, how, or why, or how the player's actions translate into game actions by their character. They instead govern what the situation is, how it is staged, who stages it, etc.. Obvious examples of such rules are rules which define whether there's a game master and what a game master is supposed to do.
Originally Posted by HidesHisEyes
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2021-12-03, 07:54 AM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
I see what you mean. Yeah that distinction makes sense. I was speaking very broadly to say a roleplaying game’s rules are all ultimately there to facilitate roleplaying since that’s what the whole thing is about. But you’re right that some rules will be there to establish a framework to make roleplaying possible, while resolution mechanics are how the roleplaying actually happens.
My main point is that those latter rules - resolution mechanics, let’s say - will typically be activated in all sorts of situations, from combat to exploration to diplomacy, and in all cases it makes sense to call them “roleplaying rules”. I think people sometimes get confused when it comes to diplomacy and similar things because the part where the characters speak is more obviously “roleplaying” because it’s more likely to disclose something about the character’s personality, background etc. But the same can be true of exploration when a character makes a decision about whether to sneak down a side passage or draw their sword and kick the main door open. Even decisions made in combat on a basis of pure tactical optimisation are telling us this character wants to win this fight.
And with this in mind the actual words the character says in a social interaction scene, how eloquent they are etc, become less important than tangible things like what they want from the NPC and want they’re offering in return. I think this is a good way around the dilemma people often bring up here about player skill vs character skill.
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2021-12-03, 10:16 AM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
Big thank you for the recommendation.
When Ron Edwards described D&D as incoherent, I suspect that this may have been the kind of thing he was pointing toward.
It doesn't matter for the NPC, it matters for the Players.Namely, without mechanics to force characters into outcomes
2. The mind-control/unrealistic outcomes argument.3. Humans provide more realistic human outcomes than dice.
To get to where people are - eating tide pods, satyinh in abusive relationships, routinely under negotiating their pay, giving out secrets they objectively know they shouldn't be giving to miss October -something has to account for the fact that the character really is in the circumstance and is susceptible to human foibles.
All in all a very good post which I'll mostly trim to respond to a point or two.
The "we don't box to solve who wins the tavern brawl" argument continues to be fallacious.
A direct answer would be that social skills are posited to occupy a different place on the continuum of use of force than other skills and if a player character gets stonewalled socially, they are meant to try something else. People who are unwilling or unable to do anything beyond socializing simply lose those exchanges. A "build" that relies ln social skills to exclusion of others either is illegitimate for such games or simply sucks.
{Snip nice treatment on mind control}
How real humans operate is the benchmark for realistic humans. When an academic theory predicts behaviour that doesn't match what real humans do, it is the theory that is being unrealistic. This is independent from the fact that the simplistic dice-based models seen in tabletop games aren't even accurate to current academic theories. Dice are low-fidelity both compared to real human behaviour and real theories of human behaviour.
Your claim that game masters and players are mere neutral observers solving problems is exactly the kind of theoretical statement that has been shown to not hold up in practice. Real game masters and players can and do get emotional about their characters, they are capable of empathizing with their imaginary characters and the staged situations surrounding them. In short, fake situations can create real feelings. Even more absurd is the claim that dice help with this. If anything it's the opposite: the layers of abstraction that come with playing around with dice and math are the very things keeping players at arm's length emotionally. For an obvious example, detailed verbal description of sex has much greater psychological impact than a die roll.
You play the role of one if you are the DM or the GM. They are, and they become, whatever your imagination and style leads them to be. Given that they are fantastical creatures, I fail to see the problem here. No. Roleplay can happen and does happen, without mechanics. Roleplay does not require mechanics to work. What it needs is a sufficiently shared understanding (which may include the infamous suspension of disbelief in some scenarios) among the players at the table.
And with this in mind the actual words the character says in a social interaction scene, how eloquent they are etc, become less important than tangible things like what they want from the NPC and want they’re offering in return.
So here's an actionable takeaway: teach them how to do that, if need be.
It will be a win-win deal in that the player 'wins' by improving their RP and communication skills, and the whole table wins since the scenes will tend to flow better.
I will offer a modest example of a role playing scenario that required no dice to resolve.
Spoiler
Core point of tension: "I'm pregnant, the baby is yours, and I'm going to have it."
Context:
Characters: D&D 5e female life cleric (my PC) and NPC Rogue{Mastermind} /Noble, who had been with the party for numerous sessions, and who had just taken up his post as trade representative after the "we finally got the escorted NPC to his destination and story arc" blow out (In Character) had been completed. This role was played by my nephew.
Set up: at the end of a session, as various players signed off, I decided that the cleric (who'd been snubbed mostly by this handsome/charismatic NPC) would try to fulfill her not well publicized desire for him and jump his bones. DM shrugged, did one roll to see if, when drunk, he might accept her attempts at seduction, got a positive result. We did a quick "fade to black" as the two drunks ended up in a tangle somewhere in the tavern. (This isn't the role play I am referring to, it's the set up).
The Catalyst: DM rolled a d100 to determine: did she get pregnant? (That isn't role play, that's the DM choosing to let RNG inform the consequences of her drunken choice). I watched the 00 appear on the screen. (roll20 table top) He and I both muttered expressions of amazement and surprise.
We jointly decided to embrace it, but told nobody else for 17 in world game days. My PC didn't know she was with child for 17 days. (Number determined by a 3d10 the DM rolled roll to see when the first heartbeat would be felt). We had a number of adventures and combats during those 17 days.
The Role Play:
Using Discord voice, after the session where she tells the rest of the PCs that she's retiring because she's expecting and she wishes to make a home/tend the shrine to her deity in this walled town, my nephew (who had been the one 'playing' the NPC in most combats as he also had a rogue) and I role played the meeting between the two.
His role: somewhat arrogant, rich noble's son who was now his home city's trade representative to this town in another kingdom.
My role: the women he didn't like all that much (beyond being fellow adventurers) telling him, over a dinner she'd prepared at the shrine, that she'd only been sexually active once in the past half of a year and 'the other night was it' - the baby's yours!
Her objective: get him to acknowledged the child as his, and decide on what level of discretion is needed, in public, and to get a commitment of support for the child.
His objective: avoid scandal and treat with sufficient honor his adventuring companion such that the rest of the party does not come and kick his butt if he treats her like that cad that he's mostly shown himself to be.
Noble made it very clear that no, he's not marrying some girl from a coastal town whose mom was a serving lady and cook in a tavern (all part of my PCs back story) and who'd been to seminary
since
he needs to be married to someone of his social station for many reasons: his own preferences and the demands of his position as his city's representative.
He also prefers women who are more physically attractive than my PC. (She is best described as having average / regular looks; neither ugly nor beautiful)
The scene lasted about 15-20 minutes of RL conversation, with the DM taking notes mostly.
A resolution of the child's future, support, and acknowledgement was ironed out based on the two of us negotiating.
No initiative was rolled, no violence was involved, though some hurt feelings and friction were for sure on display as we played it out in-character.Last edited by KorvinStarmast; 2021-12-03 at 10:46 AM.
Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
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2021-12-03, 12:46 PM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
Sorry, I wasn’t clear. Absolutely roleplaying can and does happen without mechanics. What I meant was that mechanics - or certainly most action resolution mechanics - are there to facilitate roleplaying when there’s a desire for the game system itself to affect how the roleplaying goes. And I don’t think there’s any reason to cordon off social interaction scenes and say mechanics never get involved in that specific aspect of a game. You don’t need to use them every time PCs talk to NPCs, not even when there’s something meaningful at stake. But these scenes are absolutely fair game for mechanics.
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2021-12-03, 01:22 PM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
I agree with the bold. There are times when having mechanics is nice. I don't want, however, to be expected to switch to "social initiative" and track "social HP" (or anything similar) when people make "social attacks" and "social saves". I'm totally fine with D&D's (especially 5e's) relatively anemic social mechanics (basically just the regular uncertainty resolution mechanics), invoked when I, the DM, am not sure whether the player's stated method can achieve the stated intent. Just like any other attempted action.
There are times for more one-off subsystems--I recently had a "council session" with a bunch of NPCs all with different agendas that the PCs were trying to persuade or not anger. But those, in my experience, are so fact specific that having a pre-generated subsystem isn't all that much help. It's mostly note taking and comparing what the PCs said (or didn't say!) to pre-determined triggers for increases in support or decreases. Did they talk about the war? If so, NPCs A, B, and C increase by 1, while NPCs D and F decrease by 4. Or whatever. On a simple 1-10 not-support/support scale. With endpoints triggered in a few different ways. Certain topics or asks are such that they immediately cause "something else" to happen that ends the social scene for the moment. Whether that's a temporary adjournment to discuss or lunch or everything breaking down into chaos. But all the work was done in figuring out what those breakpoints and triggers would be and the size of the change, which are all tightly tied to the individuals in question and their history with the PCs up to that point.Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
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2021-12-03, 01:57 PM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
Yeah I’m on the same page. The kind of mechanical resolution of talking scenes that I was talking about is not some crunchy subsystem with “social hit points” etc. I actually don’t even like the combat subsystem in D&D, I prefer even combat to be handle as far as possible by the same strong, flexible core mechanic as everything else, personally.
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2021-12-03, 02:04 PM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
OK.
And I don’t think there’s any reason to cordon off social interaction scenes and say mechanics never get involved in that specific aspect of a game.
You don’t need to use them every time PCs talk to NPCs, not even when there’s something meaningful at stake. But these scenes are absolutely fair game for mechanics.Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
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2021-12-03, 03:37 PM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
I do think that if you're going to have mechanics, and if the mechanics are going to be optional as to whether they come into play (and especially if that option belongs to the GM), then it's important that the mechanics not actually involve resource investments or tradeoffs on the part of the players.
So if you want to have a 'NPC personality table' that you roll on to find quirks and blackmail opportunities and ardent beliefs and so on, so you don't have to think of those for every NPC, that's fine. If you want to have a general rule for initial reactions like 'roll d100, 1-10 is hostile, 90-100 is eager for an alliance, etc', that's fine. If you have a general rule of 'if the exchange is middling and you can't think of what the NPC would choose, roll a die adjusted according to the party's general reputation in the region, and here are the criteria for reputation...', that's fine.
But I'd avoid having a skill that a player has to intentionally invest in if you're mainly going to be using it for occasional on-the-fence resolution, because then that becomes a trap option. Generally I think mechanics offered to the player should be promises of things they get to consistently predict or control - you're telling them how something will be resolved, so they can plan around it. Giving a mechanic which says 'I will choose when you roll this' defeats that purpose. It's not just social skills, but any skill the player must invest in which is dependent on the GM asking for a check rather than allowing the player to ask for a check is poor design I think.
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2021-12-03, 04:11 PM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
The rules should definitely be in sync with how it's run, yeah. A lot of the ideas mentioned here should be stated as house-rules as used, and full rebuilding should be on the table if they're introduced mid-campaign (IMO, full rebuilding should always be on the table anyway, but YMMV).
I'd note though, that (in D&D 3.x at least), the idea that Diplomacy checks let you directly make people do things with no limit is fanon, it's not actually in the rules. Unless you use the optional and poorly-balanced rules from the ELH, the most that Diplomacy can do is make the target "helpful". That's it. It doesn't directly let you force any action, and you still make requests/demands by actually making them, with the NPC's reaction being informed by their adjusted attitude but still based on what the request is.
So, for example, telling the king to trade you his castle for a piece of string, by RAW:
Unfriendly: "What?! Guards, throw this idiot in prison until he learns some manners!"
Helpful: "Hah, a good jest! Wait, you're serious? You walk a fine line there, many rulers would have you imprisoned for such a statement - but I like your chutzpah. I'm obviously not giving you the castle, but it's possible for an outsider to become a lord if they perform great deeds for the kingdom - talk to my chancellor on that matter."Last edited by icefractal; 2021-12-03 at 04:14 PM.
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2021-12-03, 05:20 PM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
Aye, there's the rub. Other people precisely do want characters to have resources to affect such things. They want a button a push. Rather, I will specify this to D&D. For these people it's a feature of a class it gets a specific power associated with that class to influence a non-combat thing, with social use being one of the possible things. It doesn't have to be every class, and in fact, they would prefer it not be every class, but they do want every class to have something for non-combat use. The problem for these people is D&D gives equal weight to having a power button for combat and non-combat. That is, given two classes where they each get Something at level X, one class gets a power to affect combat. The other gets a power to affect noncombat, let's say a social thing for thread context. Which is better depends on the observer, but many people will say the class that got the social thing is better off because it already gets combat stuff elsewhere. Their dream is for everyone to get combat and noncombat buttons, and it would be superiorly done if combat and noncombat stuff aren't in competition of when a PC gets such a power button.
It is fine if everyone gets the same relative social stuff. In D&D's case it would be the social skills of Persuasion, Intimidation, Deception, and Performance. Everyone does have equal access to those skills, with some classes getting powers to make use of them better. The only issue is for people who don't want class buttons for these, to have them be universal, then they should stop complaining a particular class or two doesn't have a noncombat power button for this.
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2021-12-03, 09:07 PM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
This isn't really a houserules/true rules thing... I'm just talking about making design decisions for a game, not debating some existing game. It's easier to just assume that every table runs 'That Table's RPG', and if it bears resemblance to D&D or WoD or whatever, well, imitation and flattery and all that. From a design perspective, a character-bound mechanic is a promise of placing some decision power and resolution power in the hands of the controller of that character. If you make a character-bound mechanic whose usage is always determined by someone other than the controller of the character, it's bad design. That's true whether it's D&D, house rules of D&D, a completely new game you just invented, etc.
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2021-12-03, 10:28 PM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
This is an absolutely hilarious misreading of Exalted's social mechanics. I'm not entirely sure where to start here, but my best guess is to recommend you read the Social Influence 301 thread on rpg.net so you can see how the system... actually functions in practice.
For the record, Apocalypse World's Read A Person move is, imo, the cornerstone of one of the best social 'combat' systems in any rpg. It acknowledges that we don't need to resolve our characters' arguments with rolled dice, comparing numbers on a sheet - people communicate through their motivations and beliefs, just like you said. The strength of Read A Person is that it puts all parties involved on the same page in regards to everyone's motivations and beliefs. It's central mechanic is asking questions, which can be answered diagetically or explained OOC and then inferred by the characters in-game through context or shared history with the NPC in question. You as the MC or as another player can frame your answer as "Okay, you've known X character for a long time, and you're pretty sure he'd do anything as long as you gave him enough to drink." Think of it as the platonic ideal of what a good 'Sense Motive' check ought to accomplish.
Here's the text of the move in question. There's also a page or so of advice on how to adjudicate it in the Apocalypse World 2e core rulebook that is pretty useful.
READ A PERSON
When you read a person in a charged interaction, roll+sharp. On a 10+, hold 3. On a 7–9, hold 1. While you’re interacting with them, spend your hold to ask their player questions, 1 for 1:
• is your character telling the truth?
• what’s your character really feeling?
• what does your character intend to do?
• what does your character wish I’d do?
• how could I get your character to __?
On a miss, ask 1 anyway, but be prepared for the worst.~The meteorite is the source of the light, and the meteor's just what we see,
and the meteoroid is a stone that's devoid of the fire that propelled it to thee.
And the meteorite's just what causes the light, and the meteor's how it's perceived,
and the meteoroid's a bone thrown from the void that lies quiet in offering to thee.~
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2021-12-03, 10:40 PM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
I skimmed some of this thread, so apologies if I missed something. I promise that I'm not deliberately ignoring any point, and if one is relevant to something I'm saying, by all means point it out to me.
My main response to the OP is that the important difference, as I see it, is as follow:
"Damage" in some setting working differently than actual physical damage doesn't preclude roleplaying a character in that setting, because it doesn't preclude the existence of of people with motivations, emotions, beliefs, and so on. "Motivations", "emotions", "beliefs", etc. that work differently from the real thing are different, because substituting other things for those potentially rules out anything that can meaningfully be called "a character", depending on what is substituted.
And it's not even a simple binary, either, where sufficiently egregious departures from reality completely destroy players' ability to relate to their "characters", but anything less than that is fine. Rather, it's a continuum, where characters feel less like characters and more like weird abstract alien things the more weird, abstract, and alien their psychology is made.
I don't expect that every player even cares about that, but roleplaying a character is part of the appeal of a roleplaying game for a lot of people, and replacing characters with something else and roleplaying with some other activity is going to be unsatisfying on that front. In short, lack of psychological verisimilitude in particular is an issue in an RPG due to the target audience inherent in the very term "roleplaying game".
That all said, fictional characters in general often seem unrealistic to varying degrees, partly due to being written with goals other than realism in mind, and partly due to our understandings of others' and our own minds being rather less than perfect simulations. Some level of suspension of disbelief is necessary. And RPGs have plenty of goals other than character plausibility, with the relative importance of those goals varying from one gamer to another.
No one should be regarded as being entitled to make the game less fun for others. Some may be entitled to do things that make the game less fun for others, but never because it reduces someone else's fun. (I assume that that isn't actually what you meant, but, like, yikes! Phrasing!)
It's all well and good for your fantasy world to contain psychic kangaroos with laser eye beams, but calling them "dragons" is going to annoy people for being misleading if nothing else. And "dragon" is a broad term used for a wide variety of different creatures! "Human" is a word for a specific species in the real world, and most RPG players have a pretty detailed understanding of what humans are like, due to having encountered more than a few humans themselves.
For this and other reasons, the job of "humans" in fantasy, even more so than many other things called by familiar names, is to be indistinguishable from the real things they're named after under normal circumstances. So why would you call something "human" if it works differently than a human? Because it looks the same? But why does it look the same? Perhaps because you're trying to insinuate that it's something that it isn't?
I think that Quertus intended "HP" as shorthand for how Dungeons & Dragons handles damage to characters. But you're right that the basic model of having characters fall down when a number called "hit points" falls to zero can entail a lot more realism than that.
But, as you yourself have noted, it's possible to engage in real physical activities as well. Sure, that's the domain of LARP rather than tabletop games, but then why play tabletop games instead of LARP? Not just because they have a different name, presumably!
Citation needed.
Honestly, those all seem at least consistent with social interaction as a zero sum game, and thus less than ideal for, well, illustrating that social interaction doesn't have to be a zero sum game, and thus shouldn't exclusively be modeled as such.
The assumption that some form of communication will always be adversarial can certainly lead to weird holes in the rules. I've noticed that in D&D 3.5, for example, the Bluff and Sense Motive skills cover one character trying to trick another but not one character trying to convince another of the truth. It intuitively seems like being honest shouldn't make it harder to convince someone, and thus that one should still use Bluff which should probably be renamed to Persuade or such, and that a good Sense Motive roll on their part should help rather than hurt, but it's still a bit of work from there figuring out how to turn an opposed roll into a cooperative one.
That "honesty shouldn't make things harder" issue also rears its head in Exalted, where it seems to be a fundamental flaw of the system (in 2nd Edition, at least; not sure if 1st or 3rd are any different here). If the Manipulation character attribute covers any attempt to influence someone's behavior or attitudes, then it can be used for all social attacks (even if some of them can also be made with Charisma instead), because that's what social attacks are. And if it specifically covers the use of deception, that creates a bizarre incentive for characters with higher Manipulation than Charisma to work trickery into every social interaction, because that makes it more likely to work. Now, that may make sense for the Ebon Dragon (and his Exalts, who are themselves slightly Ebon Dragon), but the vast majority of characters are not the Ebon Dragon.
I quite like "Skill rolls are attack rolls, but the damage depends on the weapon" as an approach to "social combat". (Although to what extent social interaction should parallel combat at all is a different question!)
I'd expect for the positions of highest authority to be held by those most capable of the most mind control, and for them to limit the use of mind control by others, as with violence in real life.
The relevant idea is that naive predictions of human behavior can be wrong in systemic ways, not that any theory is "more true" than actual events, which is a preposterous strawman.
Of course, as you noted, this is a moot point unless a system actually tried to reflect some psychological theory.
Why not?
That's not a rhetorical question, by the way. Some people might answer with "Because the GM should never have a problem being obligated to have an NPC behave in some way", while others would reply "Because the GM should always be able to fiat any damn thing anyway". But yet others would say "It is neither necessary nor desirable to give the game master the role of either tyrant or doormat".
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2021-12-04, 03:59 AM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
Originally Posted by Devils_Advocate
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2021-12-04, 05:31 AM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
Well, those examples were a response to the idea that without a mechanic to force decision, players could always 'win' by refusing to agree with what they were being asked to do, so those examples all have something to lose, which is not necessarily of the same magnitude as what there is to gain for another party. Those outcomes could easily be negative sum.
Or more nuanced, examples where refusing to engage socially at all is negative sum, but agreeing to socialize could be negative, zero, or positive sum depending on what agreements are made.
Walking away from negotiations or digging in heels and just repeating demands isn't always the optimal move, was the point. Whereas with the social combat way of thinking, going to a debate with earplugs is pretty much a win.
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2021-12-04, 06:16 PM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
Are you saying, "elves have a 1-in-6 chance of noticing secret doors just by walking past them" is, by virtue of the player not getting to place the secret doors (therefore there might not be any to find), and not knowing where they are located to intentionally trigger the power even when the doors do exist, is bad design?
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2021-12-04, 07:51 PM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
A little bit, yeah. It's not the most egregious thing since its not like there's some unknown level of continuous investment arms race to it, and you aren't really given so many things to choose between. I'd say it's mostly flavor at that point, not great mechanics design but maybe not worth the effort to do differently.
But imagine if there were 20 different kinds of secrets or passive hurdles like this, and you had to pick which 8 would be most important to have in the party. It'd be pretty arbitrary without some sort of consistent expectation about how often it'd come up and what the consequences for not having it would be.
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2021-12-04, 08:25 PM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
The latest Web DM episode is about handling charisma checks and it seems to be really good.
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2021-12-05, 07:03 AM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
@NichG & Quertus: as comment on your last tangent, the line of thought going "ability X is bad design because players have no control over when X is triggered" implicates scenario design as the cause most of the time, and in games where a game master is responsible for setting up a scenario, it implicates the game master as culprit for said bad design. Scenario design can make any character ability worthless.
So, ignoring other ways to evaluate, say, "elf has 1/6 chance to detect secret doors" as a rule, a game master has to A) remember to include secret doors in a scenario and B) remember to include several secret doors, in order to make this ability noticeably to the players.
A good way to test this is: play whatever game you're testing as one of hidden character information. Only a game master knows exact traits of characters in play. Players describe their character actions in a natural language to the game master, who then interpretes them according to game rules, and returns natural language descriptions.
Does the player of the elf notice that they have a chance to detect secret door where others do not? How long does it take?
If it doesn't seem even conceptually possible that the player would figure this out (say, because there are no secret doors), then that's a good sign that either the ability has to be ignored in weighing character abilities or omitted outright (no point to a rule that never comes up), or the character is better off placed in a different scenario. If it looks like it would take a really long time to notice, then that's a good reason to increase trigger rate.
The next step is asking the question: once players know a character trait exists, how much can they increase trigger rait of that trait? Let's use favored enemy and favored terrain as examples, because they serve better for demonstrating this aspect:
If a character has favored enemy in goblins, then they'd be best off fighting mostly goblins. If a character has favored terrain in desert, then they'd be best off staying in the desert. If there's a lot of goblins around, a principled goblinslayer, then, chooses to go and kill goblins, untill all the goblins are dead or they are. A desert nomad won't wander outside the desert as long as their livelihood is there. So if these (favored enemy and favored terrain) are bad design because a player has no control over what they fight or where, the question becomes: why, exactly, is that? What compels the goblinslayer to go fighting ogres, dark elves, undead, dragons, or anything else that isn't a goblin? What compels the desert nomad to leave their home and wander into a tropical jungle or arctic mountains?
For social skills, the application should be obvious, but in case it isn't: do the players have a choice of who to socialize with? Do they have any indication that some approaches would not work, or would work better? How long will it take? So on and so forth.
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2021-12-05, 01:32 PM (ISO 8601)
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Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
Social hp sounds kind of cool, I could swing with that
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2021-12-05, 03:25 PM (ISO 8601)
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- Aug 2010
Re: Gaming Religion Crisis of Faith III - Social Combat (vs HP)
I don't think that "combat" is a good model for social interaction.
I'm a Fate fan, and it uses Conflicts, which can be applied to social situations. But Conflicts are less... "combaty" than many combat systems, and frankly I think people reach for Conflicts in Fate for social situations waaaaay too often - they should be reserved for situations where people are basically trying to shout each other down, or emotionally hurt people enough that they rage quit the argument.
That doesn't mean that there can't be mechanics, I just don't think combat is a good model, especially for anything resembling a negotiation, persuasion, etc."Gosh 2D8HP, you are so very correct (and also good looking)"