ShadowDragon8685
Dec 7 2005, 12:28 AM
QUOTE |
I expect there are some who will believe they've won something here. I think as long as someone is trying to win, everyone loses. |
Isen't that kind of the point of Shadowrun? To 'win'? Especially when there's DMs who're saying the Face can convince the sammie to do something he shoulden't, and woulden't do.
Or Stainless Steel Rat's fucking stupid example. Mm'kay, Shadowrunners are professional criminals. They're not going to loosen her bonds because she gave them googley eyes. "Oh look, I'm no threat. I won't try to get away." "Good. Then you won't mind if I don't do anything fucking stupid enough that would give you enough of a chance that you can try."
Frankly, if she did that, using a social skill on the Runners, the proper response would have been to shoot the slitch through the legs. THEN she's hard up enough that she won't be able to run. Or it would've been to tie, bind, gag, and wrap her head in a bag. It would not be to do something so fucking stupid as loosening her ropes. Only idiots (read: NPCs with a stupendously poor Wisdom and Inteligence) should fall for that. PCs should be automatically exempt from social skills. Now, if YOU want to try and convince them to do something stupid - that's your perogative. A little IC chatter, a little description of how weak she is. That would be good roleplaying. But substitutinng rollplaying for roleplaying... What's the point? You could automate the entire fucking game in a computer program and ring the players up to tell them how their characters are doing.
FrostyNSO
Dec 7 2005, 12:37 AM
Part of the fun as a player or GM is manipulating your players/fellow PC's into believing that your option is the best possible choice. Sometimes this takes a little work, but it is oh so much more rewarding that just busting out your etiquette dice on them.
TheHappyAnarchist
Dec 7 2005, 01:34 AM
And if your character sheet doesn't happen to have Cha 6 and Negotiation 6?
Basically, if you can't use those social skills than there is little reason to play a social character. You may be able to convince the NPC gang to attack the other PC if they warrant it, but it doesn't stop them from just turning and gakking you.
I don't see the problem as long as social skills are not put to the point of mind control.
As for Shadow Dragons post, that is really the point where I would not be in the game unless it was pointed out in advance that we were trying to play completely psychotic immoral characters, with no foresight and an incredible lack of grasp for consequences. The actions he described would be taken by NPCs with poor wisdom and intelligence.
More intelligent shadowrunners (i.e. the ones being payed, and not dead) would not do things like damage the goods in an exfiltration, or be known for shooting hostages.
Is it stupid to loosen the bonds. Not really, what is she going to do, run a couple of steps before the mage looks over and stunbolts her? Or the sam wraps her up and puts her down, tightening the bonds?
Little consequences. If the PC gave me a reason that they wouldn't do that (they hate women, they try to remain 100% proffessional, they were gay, etc) I would take that into account and assign modifiers. Something like loosen the bonds would also be easier to do than take off the bonds or set me free. The latter is not possible without extended social rolls to sympathetic targets.
The thing is, social skills are an influence, not a mind control. If I had a player that spent the whole night womanizing, is playing a romantic roguish sort with a soft spot for a pretty face, when she succeeded on her negotiation check then he would loosen the bonds or he wouldn't be roleplaying. I would warn him, dock him karma and if severe enough metagaming "I am a PC and immune to whatever I don't want to do" then he/she would be gone.
eidolon
Dec 7 2005, 01:35 AM
QUOTE (hyzmarca) |
Yeah, pure communication is basicly a language skill thing. When one player wants to have his or her PC communicate with another PC the player determins what is said and both roll their language sills against TN4 + modifiers. If both get successes the communication was successfull. If not, there was a miscommunication somewhere. |
My group is comprised primarily of "professional" linguists. We roll in game when a character with a "low" language skill comes across something that we as players know might be difficult to communicate/grasp/understand/etc. Not by-the-book, I know, but it works damn well for us, and due to our RL experiences, feels more realistic.
QUOTE (Dog) |
Meanwhile, here's what I picture, where player 1's character has the high charisma, but the players themselves are on an equal footing:
Player 1: "Come on man! Let's take the job!" Player 2: "I think it's too dangerous." Player 1: "I got three words for you... um... (OOC) what'd be three words that'd do the trick?" Player 2: (OOC)"All Expenses Paid?" Player 1: "okay, thanks (IC) I got three words for you, All. Expenses. Paid." Player 2: (IC)"....fine, I'm in."
Notice how the players are cooperating. Say it with me: "Play-ers...Co-op-er-at-ing." |
Pre-freakin'-cisely. Couldn't have illustrated it better myself.
QUOTE (Critias) |
The problem is that you shouldn't always ditch out on the rules to "make a good story." If you're going to run a game where that happens, make sure everyone knows ahead of time. You're playing a role playing game, and one with rules -- the assumption should always be the rules will be followed, not the other way around.
And where the rules cover something -- like bossing people around via social interaction -- why not use them? |
This is going to sound snarky no matter how I word it, but the answer is "because we don't want to." That's about all there is to it, really. (We do make sure people know at the start, btw, that's an excellent point.)
Also, the way you go on about it makes it sound as though we're dumping rules by the chapter while thumbing our noses and shitting on Rob Boyle's porch or something. We're not using the social skills between PCs. That's it.
QUOTE (tisoz) |
Small Unit Tactics. There are some rules for it in CC that provide some nice bonuses to combat pool and/or initiative. |
Oh yes. Damn. I feel smart now. And they say I'm in the army.

Yes, I'm relatively familiar with the rules for BT, although we haven't had them come up in game lately.
QUOTE (Critias) |
Someone finally fucking gets it. |
Get's what? There's nothing to "get". It's a difference of opinion and play style, not "2+2=4".
The Stainless Steel Rat
Dec 7 2005, 02:11 AM
QUOTE (ShadowDragon8685) |
Or Stainless Steel Rat's fucking stupid example...
Frankly, if she did that, using a social skill on the Runners, the proper response would have been to shoot the slitch through the legs. THEN she's hard up enough that she won't be able to run. Or it would've been to tie, bind, gag, and wrap her head in a bag. It would not be to do something so fucking stupid as loosening her ropes. Only idiots (read: NPCs with a stupendously poor Wisdom and Inteligence) should fall for that. PCs should be automatically exempt from social skills. |
Holy Christ guy! Rub your temples and count to ten... there you go...feel better?
First, I never robbed the PC's of their free will. Never even attempted to. I said:
QUOTE |
she convinces you that she is not currently a threat and has no means of escape, and that it couldn't possibly hurt anything if you just loosened her wrist bonds a little. |
NOT
QUOTE |
You are spellbound by her beauty and, succumbing to her will, remove her bonds |
The player made the (correct) in-character decision to loosen the bonds.
Second, I allowed the character to use the only set of skills available to her to try to improve her situation however she could. This girl has spent her whole life manipulating men - it has been the key to her survival as long as she can remember. So now she runs into some men that are not just resistant to it, but flat immune to it by virtue of the fact that they are PCs? I call bullshit on that.
Third, we did have:
QUOTE (ShadowDragon8685) |
... A little IC chatter, a little description of how weak she is. That would be good roleplaying. |
Thank you!
QUOTE (ShadowDragon8685) |
But substitutinng rollplaying for roleplaying... What's the point? You could automate the entire fucking game in a computer program and ring the players up to tell them how their characters are doing. |
So what you are saying is, rather than this:
QUOTE (The Stainless Steel Rat) |
GM: (rolls) she convinces you that she is not currently a threat and has no means of escape, and that it couldn't possibly hurt anything if you just loosened her wrist bonds a little. |
I should have done this:
QUOTE |
GM: She convinces attempts to convince you that she is not currently a threat and has no means of escape, and that it couldn't possibly hurt anything if you just loosened her wrist bonds a little. |
That would have been ok? Just so long as I did not presume to bring dice into the picture?
ShadowDragon8685
Dec 7 2005, 02:40 AM
No. What you should have done, if you wanted to do it that, would have been to hold an IC conversation with the PC.
Doing it this way, it really is
QUOTE |
You are spellbound by her beauty and, succumbing to her will, remove her bonds |
as evidenced by the fact that not being impressed by her attempts to manipulate him will cost him Karma. You may as well just say that "you are spellbound by her beauty and, succumbing to her will, remove/loosen her bonds," because doing otherwise is giving the PC the illusion of having control of his character, when in fact nothing but is the case!
The Stainless Steel Rat
Dec 7 2005, 06:00 AM
You say it would cost him Karma, I would say that he had failed to earn it.
Even so, it is a real choice that I'm offering them, and it only "costs" them a point or two of Good Karma. Let's say it was the same situation only the hooker was a mage casting control actions - that same player may need to burn a point or two of Karma Pool to override the effect. In your cost/benefit analysis of the situation is balance acheived? Social Skills are less powerful than magic, so it costs less to ignore.
And on the topic of Magic (you know where I'm going with this, but before you cry Strawman Argument please pause and hear me out), what exactly is the difference between social skills and control magic? I'm not arguing relative power, we both agree that magic can make PC's do things social skills can't. What I am speaking to is what I think is the core of your argument: The Player, and his/her right to control the actions of his character.
If a PC gets fast-talked into giving up sensitive information by a clever con-man you say that his character sheet has been taken away from him, and he may as well be an NPC. If the GM replaces that NPC with a Mage and Mind-Probes him for the info, has the player retained control of his character? I think you would say yes, he got hit by that spell, and the rules say the magician gets the info. It was beyond the control of the PC, and so no control was lost.
I submit to you that the same is true when the PC was taken by the fast-talker - it was circumstance beyond his control.
I think it is more than reasonable to assume that you are going to be lied to, fast-talked, conned, seduced, bullied, interrogated, and possibly even debated. They are all social skills, and they are all a part of life in the shadows. Yes, it can almost always be handled through role-play, but no matter how good the role-players in your group are, it cannot always be handled through role-play.
QUOTE (Critias) |
But if that doesn't cut it, and one guy's got a high Intimidate (or Leadership, or Negotiation, or whatever) skill that he paid for fair and square... well, roll dem bones.
Social skills exist on character sheets for a reason, as does the Willpower attribute (used to resist most of them). If one player wants to take charge, and has a sheet that backs it up, and the other character should be the sort who's still got schoolyard bullies pushing him around because of his low self esteem -- heh. You makes your characters, you takes your chances.
Ignoring a social roll against another PC is on par with ignoring any other roll in the game, I'd say. Someone paid skill points for it, let 'em fucking use it. |
eidolon
Dec 7 2005, 06:19 AM
QUOTE (TSSR) |
If a PC gets fast-talked into giving up sensitive information by a clever con-man you say that his character sheet has been taken away from him, and he may as well be an NPC. If the GM replaces that NPC with a Mage and Mind-Probes him for the info, has the player retained control of his character? I think you would say yes, he got hit by that spell, and the rules say the magician gets the info. It was beyond the control of the PC, and so no control was lost. |
And that's fine, if an NPC is doing it to them. Or are you not marking the distinction anymore? (Not snark, btw, I just wonder if you're ignoring part of the original disagreement, which was that I/we don't use the social skills between PCs, in order to maintain your argument.)
I point you again to:
QUOTE (eidolon) |
Our group trusts one another to make the decision that's right by the character. |
QUOTE (Dog) |
Meanwhile, here's what I picture, where player 1's character has the high charisma, but the players themselves are on an equal footing: Player 1: "Come on man! Let's take the job!" Player 2: "I think it's too dangerous." Player 1: "I got three words for you... um... (OOC) what'd be three words that'd do the trick?" Player 2: (OOC)"All Expenses Paid?" Player 1: "okay, thanks (IC) I got three words for you, All. Expenses. Paid." Player 2: (IC)"....fine, I'm in." Notice how the players are cooperating. Say it with me: "Play-ers...Co-op-er-at-ing." |
We (my group, not "myself and other DS posters" that is) roll the crap out of social skills when it's PC on NPC and NPC on PC. Just not on PCs, because we don't usually find that it's necessary. Why? Because we don't play to piss each other off, we play to have fun and tell a cooperative story.
(And before anyone froths over and posts such razor-sharp witticisms such as "then why do you roll for pistols when you could just 'decide' if you hit", I remind you that that has absolutely nothing to do with the use of social skills, and isn't a valid counter to anything I, or several others, have said. As has been mentioned before, we're talking about the use of social skills between PCs. Not shooting them. They are completely different tasks, simulating two completely different actions, whether they use the same dice or not. It's logically incorrect to state that not rolling in one situation means you might as well not roll for any situation. I now return you to the part of my post that's outside these parentheses.)
That isn't to say we play in happy-pony land and our characters never get into arguments or disagree. We just handle it as we should: in character. And when you are the character, and you're doing what the character would do, you don't need a die roll. If one of us slips out of character too much, or starts meta-gaming like mad, the others call them on it within two seconds and the player will go "oops, yeah, I guess that isn't what I would have said, huh?", changes it to something appropriate, and we move on.
NPCs get the rolling treatment (both ways) because they're "neutral". Nobody really has a vested interest in them, beyond the GM developing them enough that they actually matter to the game (for the ones that do). The GM can't stay in character for everyone in the world. This is especially true for those NPCs that come up randomly only to vanish just as quickly after the PC's are finished interacting with them.
The die rolls are a good, quick way of simulating hundreds of different personalities and points of view (racism chart, anyone?

). We don't need to simulate these things for PCs, they have them already.
Glyph
Dec 7 2005, 07:11 AM
On the topic of magical control vs. social skills:
The big difference between magical control and usurping a PC with social skills is that magic is just something that happens to the character, like being shot, imprisoned, and so on. It may curtail the character's freedom or limit the characters actions, but it doesn't force you to play your own character a certain way. The biggest objection to rolling social skills against PCs is that it lets the GM or another player essentially turn your character into an NPC. That is a very frustrating experience.
It's a matter of degree, though. In the example that started the whole thread, I thought the GM's solution was pretty fair. I could also see it not being a problem in games where roleplaying is the first solution and the dice only come out to resolve a game-bogging situation. The worst of the problems (feeling like your core character concepts have been compromised, or feeling like your character has become someone else's NPC) could be mitigated if GMs realized that social skills are limited in their affect, as myself and others have argued.
By the way, magical control is not completely acceptable, either. Used by the GM, it can be, like cortex bombs, seen as railroading - it is a plot device that should be used sparingly and with caution. Over-used by players, it is a bullying tactic that can detract from the other players' enjoyment of the game. Someone who uses control manipulations excessively or abuses social skills is just as much of a munchkin as someone who plays a short-tempered troll sammie who bullies the rest of the group.
I have a question for the people who advocate rollin' dem bones. What would you consider to be an abusive or bullying player, as far as using social skills on other players who lack the stats to resist them? What would you do, in or out of game, to correct such a situation?
Critias
Dec 7 2005, 08:13 AM
QUOTE |
I have a question for the people who advocate rollin' dem bones. What would you consider to be an abusive or bullying player, as far as using social skills on other players who lack the stats to resist them? What would you do, in or out of game, to correct such a situation? |
I don't know how do you handle an "abusive or bullying player" who just has a big-ass Troll no one can hurt, that bosses people around because he knows they can't do anything about it? Or an appropriately-twinked Manipulation-specialist Shaman, who openly mind-fucks everyone into doing his bidding?
What would you do, in or out of game, to handle those situations?
What's the difference?
Adarael
Dec 7 2005, 08:36 AM
A player of mine was playing a doctor in a sci-fi game I ran using SR3 rules. I still love her solution to controlling the huge, overbearing gunslinger (think Jayne from Firefly, if you've seen it, except more vocal)...
After he got all shot up, she put him under for surgery. Implanted a tazing system in his chest cavity, rigged to his heart. Every time he fucked with her, she'd taze him. And she had the capacity to turn the voltage up from a 'warning zot' to a 'char the muscle' level.
Nothing says the next time the troll gets outa hand, you can't gas him and implant him. Or just cut off his head, if he's THAT outa control. Stunbolt works wonders on Trolls, too.
Critias
Dec 7 2005, 08:38 AM
Oh noes! A horrible tazer system, used to keep someone in line!
Isn't that "taking away control of the character" from them?
TheNarrator
Dec 7 2005, 09:33 AM
I think the argument here would be as follows: "The choice of how he behaved was still his to make. He could still continue to make decisions. The threat of mild electrocution would influence those decisions, but it wouldn't make those decisions for him. He could continue to be a dick if he was willing to face the consequences."
Anyway, I could see this being okay in at least two situations: either the two players in this campaign were the sort who got along and roleplayed and storytold well enough and were non-competative enough that this sort of thing would be fun for both of them, or the guy playing the gunslinger was being unnecessarily obnoxious and strong-arming other PCs around and a means of evening the score was needed to keep everyone's fun from being ruined.
As for social skills: I continue to stand by my previous opinion. It just seems sensible.
The Stainless Steel Rat
Dec 7 2005, 04:24 PM
QUOTE (eidolon) |
(Not snark, btw, I just wonder if you're ignoring part of the original disagreement, which was that I/we don't use the social skills between PCs, in order to maintain your argument.) |
No, I'm not attempting to ignore any part of the discussion, but merely focus on one specific part. I stated when I posted my "Stupid Fucking Example" that it was slightly off topic (being NPC v. PC), and the discussion migrated slightly to whether or not PC's were EVER vulnerable to social skills. I was responding directly to:
QUOTE (ShadowDragon8685) |
Only idiots (read: NPCs with a stupendously poor Wisdom and Inteligence) should fall for that. PCs should be automatically exempt from social skills. |
OK, so it was a hijack, but the tracks were parallel so no harm done. I will restate my assertion that PC's are just as vulnerable to social manipulation as anybody else, and if there is a problem with the group dynamic (Bully Face, Bully Sam, Bully Mage, Bully Decker) it is not a problem with the social rules as written, but rather a problem with the Bully. How a bully gets handled will almost certainly vary from group to group, and is, IMHO, and entirely different topic than "Should PC v. PC Social Skill tests be allowed?"
Dawnshadow
Dec 7 2005, 04:36 PM
Here's a question...
You have a player who's not good at picking up lies, playing the face.You have a player who's really good at lying, but who's character is the charisma 1 Sammy with no social skills.
The Sammy wants to lie. The face wants to pick up the lie.
Now.. in pure roleplay.. the Sammy's player lies, the face's player buys it (good liar vs bad at picking up lies).
In roleplay, with dice to determine success of things(Sammy, roll negotiations against the target 4! No negotiations? Roll charisma, target 8! Face, roll your 8 dice to tell this guy's lying through his teeth), you have the Sammy lying.. and the face, 99 times out of 100, catching him.
Yes, this can be countered by the liar being an exceptional roleplayer and telling the face that he's lying.. But.. now have it be two equally skilled characters. How do you tell? The liar randomly decides? Or.. roll the dice?
Or just give the player the finger, because you aren't allowed to use skills to tell if you're being lied to by another PC?
There's also the player who can't lie with a character who can.. and many many variations.
Not allowing social skills to be used on PCs because they 'take away control' also means that you're taking away a bunch of roleplay options between PCs, because they're no longer viable, in any group that isn't absolutely exceptional roleplayers.
Fuchs
Dec 7 2005, 06:10 PM
We always roll before or after roleplaying a social scene out, pc or npc. If the rp'ed talk is smooth it may get a small advantage, but even so - dice influence the outcome. Roll poorly, and you over do it, or do a gaffe.
However, where PC's are concerned, they don't get told "he speaks the truth" but "It looks like he's speaking the truth" or "he looks honest" or such. Between PCs we usually look for spins and explanations to enforce the dice result, like "seems very reasonable, remember the day when... after all, he saved your life once... if he lied he'd be risking a lot for what?..." and so on.
Works well for us.
The Stainless Steel Rat
Dec 7 2005, 06:32 PM
QUOTE (Glyph) |
On the topic of magical control vs. social skills: The big difference between magical control and usurping a PC with social skills is that magic is just something that happens to the character, like being shot, imprisoned, and so on. It may curtail the character's freedom or limit the characters actions, but it doesn't force you to play your own character a certain way. The biggest objection to rolling social skills against PCs is that it lets the GM or another player essentially turn your character into an NPC. That is a very frustrating experience. |
OK, but I submit to you that being conned, fast-talked, seduced, etc, are also "just something that happens to the character, like being shot, imprisoned, and so on."
You're not describing a difference, you're insisting that there is one.
SL James
Dec 7 2005, 06:54 PM
QUOTE |
Or Stainless Steel Rat's fucking stupid example. Mm'kay, Shadowrunners are professional criminals. They're not going to loosen her bonds because she gave them googley eyes. "Oh look, I'm no threat. I won't try to get away." "Good. Then you won't mind if I don't do anything fucking stupid enough that would give you enough of a chance that you can try."
Frankly, if she did that, using a social skill on the Runners, the proper response would have been to shoot the slitch through the legs.
|
I'm so glad I play with adults, and not people like Shadowdragon.
Lindt
Dec 7 2005, 07:11 PM
Wow... I take it youd never ever be hired for extraction work again eh?
SL James
Dec 7 2005, 07:57 PM
Hardly.
But, see, when I extract someone I render them incapable of communications and almost always render them unconscious as well. While Rat's runners may not have thought to do so, well, it happens sometimes. And you pay for it, as they did.
Shrike30
Dec 7 2005, 08:17 PM
I think this is one of those issues that comes down to group play style. In some groups, it's just not gonna fly. In others, it'll be handled just like any other PC v PC test. I have a feeling that the middle ground ("He IS your commanding officer, and he's getting that look in his eye again...") is the one that a lot of groups will take.
Honestly, I don't really have a problem with the concept of a character trying to con or intimidate another character, regardless of PC-ness. I think that a lot of the difficulty players are having is with the extremes to which they imagine this being used.
IIRC, one of the heaviest modifiers on the list is "act is harmful/dangerous to character." Let's be honest... "shoot yourself in the head" goes way beyond harmful or dangerous, way beyond "this will probably get you killed." Take a look at the Godfather 2 scene being talked about... there's never an implicit "i want you to kill yourself..." he just gets an already depressed and helpless-feeling character to think about the option. Sounds like a Negotiation roll with an awful lot of successes to me, if you can move someone from feeling down to contemplating suicide, and it sounds like it still only worked due to context. Setting something like that up (putting the character into that situation) is the kind of thing that could take an entire campaign. A player isn't going to be making one test to orchestrate that kind of thing, and it's not like the character on the recieving end of it isn't going to have a chance to try and realize what's happening, or find a different solution, all things that the manipulating character is going to have to talk him around, con him into believing won't work, or generally misdirect him away from. Lots of different uses of skills there, lots of resistance attempts on the part of the manipulatee.
Or, take the scary sammie PC physically Intimidating the scrawny techie PC with the low Willpower so he'll stop whistling "Battle Hymn of the Republic" for no good reason (probably an overreaction, but hey, he might have been doing it for hours). You've got a hulking metalhead holding a gun to the back of someone's head, I don't see what the difference between an intimidator being a PC and being an NPC would be. You want to play "in character," you want to play a role, well, you've got numbers that you've laid out to represent what your character is. That low Willpower should be a hinderance in this kind of situation, and while I'm more than happy when the PCs act appropriately In Character, if it degenerates into metagaming (the intimidatee *character* is giving his intimidator the finger, solely because the *player* knows the other player isn't actually going to hurt him), then the players aren't engaging in the roleplaying that people are trying so much to protect.
Character sheets represent, among other things, a numerical representation of the abilities the character we're roleplaying. Those numbers allow a GM to set the total value of a character (build points and karma points spread out however), and to influence the power level of a campaign.
Let's take a hypothetical (and it's a little ludicrous, but it DOES lead into my point). One day, Chris D. Player decides he wants to play a hard-as-nails enforcer, Timmy the Shotgun. Chris passes over his character sheet, I take a look at it, and note the distinct lack of any skill or attribute vaguely relevant to the use of shotguns; Timmy isn't even going to get by trying to default. He seems okay with this, however, so I let it slide. Later on, the drek hits the VAC system, and Timmy the Shotgun opens up on a bunch of security guards with his namesake... would I be interfering with his ability to play his role by holding him to the lousy results of his rolls? Would the player be justifiably upset when I tell him that he's really not accomplishing anything with all that buckshot, despite it being an integral part of his character concept? I don't think so... the fact is, the player has done a bad job of representing his concept within the system, if what he expects from his dice rolls is massively different from what he's getting.
So, when we go back to our techie at gunpoint, look at his actions for a second. With a low willpower and that cold metal pressed to his skull, this shouldn't even be a situation we're debating... the techie's likely going to do what the sammie wants, count himself lucky he survived, and maybe plot his revenge later. Since there's a social interaction going on, I'm all for roleplaying it as much as possible... the less the mechanics of the system get in the way, the better.
But the player has decided his techie is giving the sammie the finger and laughing about it. It's not like Does this sound like someone on the wrong end of a Predator? Does this sound like low Willpower? No... which means that the player has either misrepresented his character in the system (and should juggle some points to correct that, so that his systemic performance reflects the role he wants to play), or he's deliberately NOT roleplaying his character, who should be shaking in his boots right about now. Rather than letting the situation degenerate into an out of game session of "I intimidated you," "No you didn't," with the GM playing referee, it's much more efficient to just say "Roll it, and we'll talk about this later if you want," and make a note to remember the event when it comes time to hand out karma. Don't force the players to roll every time they talk to each other, just use the mechanism for dispute resolution.
If you're going to completely roleplay social interations, you might as well take the entire social skill list out of the game, and use the points on something else (or reduce your point totals to compensate). If you like running it where just the PC to PC interaction is freestyle, I'm glad you're playing the game the way you like it... in the end, that's really the point, and I envy the group that RP's well enough that they don't have these kinds of issues. The group I GM for is pretty solid, but metagaming can be a problem sometimes. That's why I like having the option of a systemic solution to disputes... it lets me tell my players "look, you've got a disagreement that's becoming OOC, this is the way the system handles it, and these are your character stats in the system. Roll it, see how it turns out, and let's move on." It prevents a lot of annoyance in the long run.
eidolon
Dec 8 2005, 02:06 AM
QUOTE (Dawnshadow) |
You have a player who's not good at picking up lies, playing the face.You have a player who's really good at lying, but who's character is the charisma 1 Sammy with no social skills.
The Sammy wants to lie. The face wants to pick up the lie.
Now.. in pure roleplay.. the Sammy's player lies, the face's player buys it (good liar vs bad at picking up lies). |
Hmm. I suppose that could happen if both of them were playing themselves, but that's not exactly what I'd call pure roleplaying

. That'd be pure bullshit and jackassery. We don't stand for that.
With that in mind, I totally agree with it being very dependant on group dynamic. If I were playing with total strangers, I could see rolling for everything since we wouldn't know each other and might not all be good players. However, if the game continued and it became apparent that we
needed to be rolling stuff like that all the time because otherwise the game would fall apart, then I'd quickly excuse myself and find a better group, if you catch my drift. (Or, to appease the foamers, maybe I should say "a group better suited to my tastes".)
QUOTE |
There's also the player who can't lie with a character who can.. and many many variations. |
And all are playable without trouble as long as the players aren't asshats, whether you're rolling or not.
Thinking on this more over the last few days, I have thought up some situations where it might be useful to roll. I suppose it really just comes down to the fact that in my group, there's nobody that doesn't do their best to play into the game.
QUOTE |
any group that isn't absolutely exceptional roleplayers. |
After this and a couple other recent threads, I'm trying to figure out what I can buy my group for x-mas this year (although they've all decided not to do gifts) that can properly thank them for not being, well, less than exceptional.
PoorHobo
Dec 8 2005, 03:01 AM
QUOTE |
Thinking on this more over the last few days, I have thought up some situations where it might be useful to roll. I suppose it really just comes down to the fact that in my group, there's nobody that doesn't do their best to play into the game. |
Not that I want to be best friends for life, but yeah this exactly how I feel about it now. I've read some intresting comments that have me me think twice. Although admitedly I was deadset against it at the start of the topic I've been given much to mull over and it come out exactly like that. Thanks
eidolon
Dec 8 2005, 03:21 AM
But...but...*sniff*...are you
sure you don't want to be best friends for life?
I made you this bracelet.
Glyph
Dec 8 2005, 03:27 AM
QUOTE (The Stainless Steel Rat) |
QUOTE (Glyph @ Dec 7 2005, 02:11 AM) | On the topic of magical control vs. social skills: The big difference between magical control and usurping a PC with social skills is that magic is just something that happens to the character, like being shot, imprisoned, and so on. It may curtail the character's freedom or limit the characters actions, but it doesn't force you to play your own character a certain way. The biggest objection to rolling social skills against PCs is that it lets the GM or another player essentially turn your character into an NPC. That is a very frustrating experience. |
OK, but I submit to you that being conned, fast-talked, seduced, etc, are also "just something that happens to the character, like being shot, imprisoned, and so on."
You're not describing a difference, you're insisting that there is one.
|
No... something is not just something that "happens to your character"when you have either another player or the GM essentially reducing you to an NPC. I can handle my character getting wounded, killed, imprisoned, etc. If there was no risk of bad things happening to my character, it wouldn't be a very exciting game. But if I'm not allowed to play my own character, then what's the point of even showing up? And like I said earlier, it's a matter of degree. If the dice are occasionally whipped out to keep the game from bogging down, that's one thing. If your Willpower: 3 character becomes the bitch of any charismatic NPC, then it's gone too far.
@Critias:
Yeah, I know that someone who's being a twink with social skills is the same as someone being a twink with control manipulation spells or a swaggering troll with a convenient Vindictive Flaw. That's the point - that it can be abused. So how do you handle it, if it is abused? Heck, what level would it have to reach for you to consider it abuse? I'm curious, that's all. Myself, I would probably handle it mostly OOC, first making sure that it was something the other players weren't cool with, then talking to the offending player, then booting them out if their behavior didn't change.
eidolon
Dec 8 2005, 03:37 AM
QUOTE (Glyph) |
Myself, I would probably handle it mostly OOC, first making sure that it was something the other players weren't cool with, then talking to the offending player, then booting them out if their behavior didn't change. |
Exactly what I'd do. (Well, 'cept I do it before the game starts as much as possible.)
Dawnshadow
Dec 8 2005, 04:38 AM
Eidolon:
The reason I say exceptional roleplayers, is because I tend to consider myself a good one, and I have trouble with it sometimes -- specifically, the "lying" one. The last session we played.. well.. there were a couple occassions where our characters were all doing different things -- and one of the characters was going to do something that generally fell under
REALLY stupid.
Now.. my shaman's pretty good at social, but not a face. Decent negotiations and etiquette, and so on, really high int. The other character isn't, although is really intimidating. Low int, low charisma. Now.. the roleplay part? We could have just done it -- my character is described as a "mind like a steel trap", and it would have been instant seeing through any lies. But, that's not really fair, because there are really bad days, distractions, and so on, so it's not certain. Had it not been something that could have resulted in much pain and suffering later, I might have been more willing to let it slide.. but, this was one of those things with a heavy risk of backfiring, so a good reason to catch the lie. So, how to determine if the lie is caught? Break out the dice. See what happens.
Other options? Let a character do something that could quite easily result in a quickened control actions by the bad guy.... (which is something that's been done to my character.. and the last order was "Do not by any word or inaction give away that I can still control you." Or something to that effect.) Get in an argument over how the cha 2 negotiations 0 bear shapeshifter can lie to the 30 year old elven shaman with etiquette and (Edit)
charisma negotiations(end edit) at 4+, int 7, and so on. Personally, I like rolling the dice. Adds that little bit of randomness.
Now, all that being said, if your group is good enough to randomly allow social skills or their resistance to fail at inopportune times.. then I applaud you, and wish you many good games. Myself, I'd rather trust the dice to add a little randomness, for myself and others. Because, it's been my experience, without dice, people tend to do what's called "God Moding".. I hope I don't need to explain the term

'
Oh, and for the record? I absolutely loathe the control manipulations. They don't appear often in our games, but they cause a lot of problems when they do.. usually for me. But, they're part of the game.. and as long as they don't show up too much, I'm alright. I do make it a point to make sure that people who use them on me do not survive though.
Sharaloth
Dec 8 2005, 04:58 AM
QUOTE |
I do make it a point to make sure that people who use them on me do not survive though. |
Good philosophy, this.
eidolon
Dec 8 2005, 06:51 AM
QUOTE (Dawnshadow) |
Now, all that being said, if your group is good enough to randomly allow social skills or their resistance to fail at inopportune times.. |
eidolon: *continues mentally applauding his current group*
Happens all the time. It's, well, I don't know how to explain how we do it other than "when we think it fits or would be more fun, or would just be more realistic". It doesn't come up super often, but when it does, I can't think of a single time that it hasn't worked out to mean awesome gaming, cool rp'ing, and just all around fun. (Been playing with part of this group for a few years, and the rest for a couple of years. We've got one "new" guy, but he fits in well.)
I don't claim that it's perfect. Just do what works for your group.
The Stainless Steel Rat
Dec 8 2005, 04:44 PM
QUOTE (Glyph) |
QUOTE (The Stainless Steel Rat) | QUOTE (Glyph) | On the topic of magical control vs. social skills: The big difference between magical control and usurping a PC with social skills is that magic is just something that happens to the character, like being shot, imprisoned, and so on. It may curtail the character's freedom or limit the characters actions, but it doesn't force you to play your own character a certain way. The biggest objection to rolling social skills against PCs is that it lets the GM or another player essentially turn your character into an NPC. That is a very frustrating experience. |
OK, but I submit to you that being conned, fast-talked, seduced, etc, are also "just something that happens to the character, like being shot, imprisoned, and so on."
You're not describing a difference, you're insisting that there is one.
|
No... something is not just something that "happens to your character"when you have either another player or the GM essentially reducing you to an NPC. I can handle my character getting wounded, killed, imprisoned, etc. If there was no risk of bad things happening to my character, it wouldn't be a very exciting game. But if I'm not allowed to play my own character, then what's the point of even showing up?
|
Permit me to share some RL experiences:
One of my best friends, (who is also one of my players) was working in a convenience store, and was tricked by a short-change artist. You know, one of those people who, through multiple confusing transactions, eventually steals money from you. Only after the perp had been gone for about five minutes did my friend realize that he had been taken for $50. My friend is not a stupid guy, he just wasn't anticipating a con and was caught off-guard by someone who was prepared. He was fast-talked.
My wife was working at a coffee shop and a woman showed up during a snowstorm in a panic. This woman made herself out to be a friend of the store's owner (even knew the owner's name and phone number), and had (in front of my wife) a lengthy cell phone conversation with her, describing how her car had broken in the storm, the only ATM in walikng distance was out of funds, the tow truck guy wouldn't take plastic, et cetera. Eventually she hands the cell phone to my wife, and the person on the other end (who, on a bad cell phone connection sounded reasonably enough like the owner) told my wife to go ahead and get $200 out of the safe and give it to the lady, which of course she did. Needless to say the owner was very upset the next day when she found out, and my wife was fired shortly thereafter. She was conned.
My freshman year in college I was dating this girl "Carol". Unbeknownst to me, this girl had a Nemesis, a Mortal Enemy whom we will call "Debbie". Debbie was absolutely smoking hot, and when she started showing a more than casual interest in me I didn't question it for a second. Obviously it was my stunning good looks and charming personality that had won Debbie over, but no. Debbie slept with me for only one reason: to hurt Carol. It hurt her badly, and she (quite understandably) dropped me like a hot rock. I was seduced.
The point I am trying to make here is that these things actually happen to real people. I don't care how smart you think you are, you can be victimized just like anybody else when you are caught unprepared. At no point during any of the events above did the victim mystically lose their free-will (please let's not discuss free-will here, I just don't know how else to say "I wasn't an NPC"). We were Tricked! Bamboozeled! Duped! Flimflammed! Hornswoggled!
I understand that you don't want these things to happen to your character - they are BAD THINGS - but they should be allowed. The only reason I am hearing from you that they should not be allowed is that they are "Unfun." I understand that, but you think that they are more unfun than being SHOT? If given the choice between being seduced by Debbie again or taking two-to-the-chest, I will be back in the sack in a heartbeat.
QUOTE (Glyph) |
And like I said earlier, it's a matter of degree. If the dice are occasionally whipped out to keep the game from bogging down, that's one thing. If your Willpower: 3 character becomes the bitch of any charismatic NPC, then it's gone too far.
@Critias: Yeah, I know that someone who's being a twink with social skills is the same as someone being a twink with control manipulation spells or a swaggering troll with a convenient Vindictive Flaw. That's the point - that it can be abused. So how do you handle it, if it is abused? Heck, what level would it have to reach for you to consider it abuse? I'm curious, that's all. Myself, I would probably handle it mostly OOC, first making sure that it was something the other players weren't cool with, then talking to the offending player, then booting them out if their behavior didn't change. |
OK, here I agree with you, but we are on a completely diferent topic. We are no longer discussing whether or not PC's can be the target of social skills, we are discussing what happens when somebody takes things too far and is using the rules to disrupt the game. I would handle it IC first, encouraging the other players to do somehing about the bully in game, and if it came to it I would discuss OC with the offender, and finally remove them from the game. Thankfully I have never had to do that, but I'm pretty sure I would in order to keep control of my game.
Critias
Dec 8 2005, 05:32 PM
Excellent post, Stainless.
TheHappyAnarchist
Dec 8 2005, 05:47 PM
Flawless victory for Mr. Rat!!!
My favorite thing about allowing social skills PC vs PC is to make up for what some people don't have.
I personally am fairly charasmatic and socially inclined. If I am playing a character with low social skills and my poor antisocial bookwormish friend is playing the Face, social skills allow him to overcome his natural inability to con/fasttalk/convince me of things. If it was down to roleplaying, he would be completely ineffective at roleplaying his character.
In other words, in order to promote roleplaying, he would be unable to roleplay his character. That's like saying most of us should not roleplay shadowrunners because most of us don't know how to use a firearm, or how much explosives to put on the building or security procedures that might be in effect, or how to hack the matrix.
Skills give us a way to roleplay those things we cannot do/know nothing about. If you don't let people use social skills than you are effectively denying a large portion of players to use certain character concepts. Not cool.
Oh, and just to double up on what Mr. Rat said, social skills do not make you into an NPC. They don't say things like I will now make you do whatever I want whenever I want. There are times you can convince of some things, but push it too much and it could bite back.
Can a Face negotiate you to pay for his/her meal? Yes. Does that mean you always will? No. In fact the more he/she tries, the harder it would be. That's where I assign modifiers. What's that you say? The Face is a girl and your character is a feminazi and refuses to demean women by paying for their meals? That's +4TN or Threshold 3 or 4 then. That doesn't mean that someone is not capable of convincing you that it's, just this time. It makes it difficult not impossible.
If your character is completely unassailable in their convictions, immune to getting fast talked or convinced of things that he/she doesn't agree with, I better see some stats to back that up. Otherwise you face the consequences, just like someone who says they are a master of unarmed combat, when their skill is only 4.
The Stainless Steel Rat
Dec 8 2005, 05:56 PM
New Edge: Hardcore Cynic (2 pts/Lvl)
The character alway assumes the worst about people, and is constantly on guard against being fooled into something. Any character attempting to con, fast-talk, or otherwise socially manipulate this character suffers a +1 Tgt# penalty per level of this edge.
I'd allow it.
mmu1
Dec 8 2005, 06:42 PM
QUOTE (The Stainless Steel Rat @ Dec 8 2005, 12:44 PM) |
The point I am trying to make here is that these things actually happen to real people. I don't care how smart you think you are, you can be victimized just like anybody else when you are caught unprepared. At no point during any of the events above did the victim mystically lose their free-will (please let's not discuss free-will here, I just don't know how else to say "I wasn't an NPC"). We were Tricked! Bamboozeled! Duped! Flimflammed! Hornswoggled! |
Of course, all of these took considerably longer that 3 seconds, right?
I don't actually have a problem with someone doing all that to a character, as such - but I do have a problem with it happening in a matter of one round or two, over one roll of the dice... because that's when social skills suddenly turn into mind control magic.
Critias
Dec 8 2005, 06:50 PM
Who said they do happen in three seconds, aside from SUT/Leadership, and even then specifically in a combat situation?
mmu1
Dec 8 2005, 06:55 PM
QUOTE (Critias) |
Who said they do happen in three seconds, aside from SUT/Leadership, and even then specifically in a combat situation? |
What do the rules say on the subject? IIRC they just describe the results you can get with a check, and the default time for most checks is either one action, or one round.
Which brings up a different point, and that is that the social skill check rules in SR are unfortunately fairly crappy. Even D&D does it better, for the most part. (since at least it makes it clear changing someone's mind takes time, and allows for this to happen in varying degrees)
Shrike30
Dec 8 2005, 07:41 PM
If you're referring to the original example (the Leadership roll to get a lower-ranked soldier to follow an order), I think it'd be dependent on context.
Combat turns are 3 seconds long, and even with multiple passes, you've only got so many free "speak" actions you can take. Any message you relay during that time is going to have to be very short, very succinct, and not something which requires interpretation in the context of the situation.
That is to say, if in the middle of a firefight, a player was to yell to one of the security guards on the far side "Give me all your cash then go kill your family," even letting the word-per-turn limit slide, that's not even going to get a Negotiation/Leadership/Intimidation/whatever test. There's lead zipping all over, the guard isn't even inclined to LISTEN to you (I interpret "hostile" as being slightly more open to communication than "returning fire"), and what you're proposing is patently ridiculous.
On the other hand, if the character leading a squad yells at one of his teammates "Fire your weapon, corporal!", then you're in the kind of environment where a Leadership test makes sense. Maybe the corporal is a closet pacifist, maybe he knows one of the people downrange from Real Life, maybe "downrange" is a bunch of innocent people, or maybe he's just scared to stick his head out and start shooting back. However, the leader of the squad is using his skill to accomplish his task (namely, using Leadership to effectively manage his squad in a firefight) and the results of the test in that situation would indicate the pressure placed on the corporal to act.
SR3's degrees of success or SR4's net hit system could reflect the degree influence this has on the character. With no successes/hits, he might just keep his head down and scream as the bullets whiz past. One success/net hit might have him firing a few rounds in the right direction, not really trying to hit anything but still technically participating. Two or more, and you're starting to get into the range where the character might actually follow the order properly.
THIS IS STILL ROLEPLAYING. The leader is using the strength of his personality to get the corporal to do something he doesn't want to, for whatever reason, and that happens in life. People feel boxed in, they feel like they have no choice or no option to refuse, and they do what they're told. Convincing the character that he wasn't in a position to refuse the order is what the test accomplished in-system, and while I wouldn't force my players to do something like this every time they have a disagreement, it is one way to resolve PC to PC interaction (in much the same way that two PCs getting into a fistfight can be solved).
Hell, the possibilities for roleplaying after an action like this are immense. The corporal might lose faith in his leader, depending on what he was ordered to do... any future orders would be questioned. The corporal might gain a deep-seated hatred that his leader compelled him to do something he objected to strongly. He might just go AWOL. Or, he might stand up to his leader and refuse, and later on the two characters would have to sort things out. This is the stuff that high drama is made of, and that might not come about through freestyle RP alone... if characters aren't made to bend their morals, when would they get to complain about how bent they're becoming?
But let's go back to our security guard for a second. You know, the one we want to kill his family and give over his money. That's not the kind of thing you can order someone to do on the short term... and the system has a mechanism for this. Let's say our security guard meets a guy. This guy talks to him, he's inflential, he's charming, they start hanging out. It turns out this guy has a strong belief in something (like, say, the UFO behind the comet) and after a while, our security guard starts to buy into it. After a while, he's joining the cult, he's giving over his money, and he's feeding his family the Koolaid. How's that done in-system? How about an extended Con check with a longish interval and a stupid number of hits required? The penalties are heavy, glitches slow you down, you're going to be testing regularly, and if you critical glitch (that is, the convert stops for a minute and says "Wait a sec, he wants me to give him his money, kill my family so they can get to the UFO and be happy, and he's not coming along WHY?"), you botch the whole deal up (and probably make an enemy in the process.
Yeah, having that kind of thing happen as a simple chain of die rolls is lame-ass GMing, but that's why you work storytelling into it. The cultist makes friends with the character first. He talks about the UFO as a hypothetical for a while. He never gets around to talking about the whole "you die and go there" until he's sure his convert is in the bag. And all along, the convert character gets chances to resist this heinous course of action he's being led along.
I see how this works, systemically, and don't have much of a problem with it being applied. If a player feels like his character might be getting wise to what's going on or developing enough of a backbone to resist, he might put some Karma into getting higher Con or more Willpower. If the character's friends see him doing something dumb like joining a comet cult, they might try and talk him out of it (giving the cultist higher mods, maybe, and taking away some of his progress on the extended test). Maybe the convert doesn't like the kinds of things the cultist is making him do, and leaves town. And yeah, it's way cooler if this kind of thing just happens without any fussing around with dice influencing people, but if this charming cultist is part of the plot you've got in mind, why not let him ply his skills on other characters, PC or no?
The Stainless Steel Rat
Dec 8 2005, 08:35 PM
Bravo sir! Bra-VO
I especially like:
QUOTE (Shrike30) |
This is the stuff that high drama is made of, and that might not come about through freestyle RP alone... if characters aren't made to bend their morals, when would they get to complain about how bent they're becoming? |
Excellent post indeed.
SL James
Dec 8 2005, 10:00 PM
QUOTE (The Stainless Steel Rat) |
I understand that you don't want these things to happen to your character - they are BAD THINGS - but they should be allowed. The only reason I am hearing from you that they should not be allowed is that they are "Unfun." I understand that, but you think that they are more unfun than being SHOT? If given the choice between being seduced by Debbie again or taking two-to-the-chest, I will be back in the sack in a heartbeat. |
Amen.
Adarael
Dec 8 2005, 10:06 PM
QUOTE |
Oh noes! A horrible tazer system, used to keep someone in line!
Isn't that "taking away control of the character" from them? |
Yeah, it is. But if your character has routinely pissed off their doctor by putting their doctor in life-threatening situations, and yet insists upon not changing their behavior and still goes to that doctor for treatment (because it's cheaper than going to another one), I think that doctor is within their rights to taze the shit out of their heart.
Of course, both were PCs, and I've never been against taking measures of autonomy away from PCs. Nobody exists in a vacuum, and actions should have consequences. Sometimes consequences reach above and beyond what you would choose.
After all, isn't imprisonment taking away control of a character?
eidolon
Dec 9 2005, 02:36 AM
QUOTE (SSR) |
The point I am trying to make here is that these things actually happen to real people. I don't care how smart you think you are, you can be victimized just like anybody else when you are caught unprepared. |
I'll definitely keep that in mind the next time I'm playing RL3.
Glyph
Dec 9 2005, 05:25 AM
QUOTE (The Stainless Steel Rat) |
Bravo sir! Bra-VO
I especially like:QUOTE (Shrike30) | This is the stuff that high drama is made of, and that might not come about through freestyle RP alone... if characters aren't made to bend their morals, when would they get to complain about how bent they're becoming? |
Excellent post indeed.
|
A GM shouldn't have to make dice rolls to introduce moral ambiguity to the PCs. Introducing "high drama" to a campaign in such a way is simply railroading. The charming cultist NPC who tries to convert the PC is simply a bad idea if you can't roleplay it out. You will just have an increasingly annoyed player who is doing nothing but waiting for a successful resistance roll - and he will probably act with maximum violence the first time he gets control of his actions back. You certainly won't be getting high drama.
Don't get me wrong, I like dice in the game, and the truly random factor that they add. But while they might make a good tool in approximating how convincing a face (played by someone who isn't IRL) is, the final choice of how to act should still be with the PC. Otherwise, you might as well just roll the dice, then let them read the book you've written afterwards.
As I said before, I don't have a problem with rolling the dice for things like seeing if a PC detects a con, or tells a believable lie to another PC. But social skills should never be used by the GM as a stick to force a character down a certain path. The GM should offer situations where the characters' beliefs, notions, and loyalties are challenged, but should still never make that choice for them.
The Stainless Steel Rat
Dec 9 2005, 03:41 PM
QUOTE (eidolon) |
QUOTE (SSR) | The point I am trying to make here is that these things actually happen to real people. I don't care how smart you think you are, you can be victimized just like anybody else when you are caught unprepared. |
I'll definitely keep that in mind the next time I'm playing RL3.  |
Still playing RL3? tsk, tsk, tsk....
Take my advice and upgrade to RL4! It's faster, more streamlined, computer nerds can play with everyone else, and apparently anybody can understand it!
Shrike30
Dec 9 2005, 06:02 PM
QUOTE (Glyph) |
The charming cultist NPC who tries to convert the PC is simply a bad idea if you can't roleplay it out. |
The cultist was really supposed to be more of an example of how the dice could be used to represent an effect. Having a string of dice rolls be the sole guide for player actions over a long period of time would be irritating shit, but I felt the example would do a good job of conveying what I'm trying to say:
If your players are happy to let their characters slip into the realm of personal moral ambiguity and really explore that kind of thing for RP purposes, you've got a great group, and should enjoy really excellent sessions. If your players are anything like mine, sometimes they're gonna need a nudge (and not a whack with the Plot Bat) towards this realm if it's part of the game you're running. The system, fortunately, has a built-in mechanic for guiding not just character actions when the lead is flying, but their actions when dealing with people... and the optional application of this mechanic can be a useful tool for a GM.
TheHappyAnarchist
Dec 9 2005, 06:20 PM
So what if your GM couldn't convince a marathon runner in a desert to take a glass of water?
Would any and all storylines relevant to any sort of social intrigue be completely out the window?
Shrike30
Dec 9 2005, 07:41 PM
The GM, obviously, isn't playing to his strengths, and he and the players need to work out the degree to which he can work in social rolls, etc, without seriously detracting from everyone's good time. If the players really don't want the GM using some of the die rolling tools he's provided with, then he should either work out a different mechanic or not run that idea with that group.
TheHappyAnarchist
Dec 9 2005, 07:46 PM
And what about those of us (most of us) with no military, criminal or any of that sort of skill set?
The entire Shadowrun game system isn't to our strengths. We don't know the correct method for placing demolitions, we don't know in what way you need to make the mana flow to cast a spell, or what is required to banish a spirit. We don't know how to program Black Hammer or generate a fake passcode.
These are all things that are abstracted by the rules, so that even if you don't know how to do it, your character can.
When you specifically say social skills don't apply to that, you are not allowing a person to play a character different from them, just like if you try and make a person describe the exact placement and chemical makeup of a bomb instead of rolling the skill. That is roleplaying too. Why not just roleplay out the making and placing of the bomb next time instead of rolling. If you know how to do it, you should be able to.
SL James
Dec 9 2005, 08:44 PM
...
Someone does get it. I'll be damned.
eidolon
Dec 10 2005, 02:19 AM
QUOTE (SL James @ Dec 9 2005, 03:44 PM) |
...
Someone does get it. I'll be damned. |
I love it when I'm given the chance to repeat myself.

QUOTE (eidolon) |
Get's what? There's nothing to "get". It's a difference of opinion and play style, not "2+2=4". |
Glyph
Dec 11 2005, 06:32 AM
And what do you mean "finally"? That was one of the earlier arguments raised by the pro-dice-rolling faction, and it's a flawed one.
First off, the character with the face skills can use them, just like the guy with pistols or stealth can. Social skills can augment a shaky story when you are trying to bamboozle your way past a guard, convince that gang that attacking your group wouldn't be worth it, get the Johnson to offer you more pay, and a million other things. I've played faces, and I've never felt like I was being hobbled by not being able to override how the other PCs acted, using my social skills. In fact, I don't think I've even tried - I've roleplayed it, but I've never gotten out the dice and said "I'm trying to fast-talk the others into going along with my plan."
Secondly, it's a spurious comparison, because those other skills don't involve the GM taking control of your character from you. In other words, if you have pisols: 6, you just say you shoot someone. The GM doesn't take over and say "Okay, you decide not to take the shot against the mage on the roof, because you know it's too difficult. Instead, you take an aim action and then shoot at the nearest security guard." Now, if your character has a relatively high active skill and/or an appropriate knowledge skill, the GM might suggest things that the character would know or consider. But the ultimate choice is still up to the player. That's how it should be when social skills are used on a PC.