Smilin_Jack
Oct 28 2007, 07:47 AM
After past bad experiences with PC vs PC social skills and the escalation that resulted - our group unanimously voted to restrict social skills to PC to NPC and NPC to PC resolution.
It eventually came to the point where anytime the face opened his mouth to talk to another character the rest of the characters immediately got ready to pop a cap in him.
Ryu
Oct 28 2007, 10:39 AM
@Rotbart: PvP is allowed IF both players agree on this. One incident of unwilling PvP happend (not in my current group) several years ago. That was the PC of a rules-bending munchkin (I mentioned his Righ magician on DS before) and pressed upon someone who plays a rather "normal" character. Good example why I won´t have this at my table.
On the system: You would still need to model percieved areas of competence within your group. The face, good at judgeing people, should hold the street sams opinion of combat in high regard. Yet he will certainly win the discussion here. At the same time, the street sam should not really listen to the face in case of combat decisions.
Right now we are playing in a pretty unrestricted campaign. Runs pay well (on a scale of 20-25k per run), and the opposition is limited to something believable. On the other hand, tactical discussions while in combat are "forbidden" unless handled in few words and roleplaying is on a all-time-high.
We already had several plans come close to failure due to disagreements on the achived consensus and people acting with different agendas. This is both realistic and funny, and any system on finding a consensus would take this away.
Rotbart van Dainig
Oct 28 2007, 10:45 AM
| QUOTE (Ryu) |
| PvP is allowed IF both players agree on this. One incident of unwilling PvP happend (not in my current group) several years ago. That was the PC of a rules-bending munchkin (I mentioned his Righ magician on DS before) and pressed upon someone who plays a rather "normal" character. Good example why I won´t have this at my table. |
Perhaps it's just me, but usually, playing games where a cane is a necessary tool for the GM aren't fun at all.
Riley37
Oct 28 2007, 10:53 AM
| QUOTE (FriendoftheDork) |
| Only a few reasons exist to take away the player control: Mind affecting magic, failing composure checks, being intimidated. |
I'm with FoD, and of those three examples, mind-affecting magic is the only one that can direct a more-than-momentary action. I might rule that losing a composure check or Intimidation check causes the character to flinch, hesitate, or even freeze for a full turn, and I would rule out some actions (eg attacking when badly intimidated) or allow an attempt with huge penalties, but I would never tell the player what exact action the PC must take, eg "you surrender" or "you flee".
Let alone "the face persuades you to abandon your loyalties and motivations, and you go along with selling the orphans to Tamanous"... nor "the face inspires you with warm fuzzy ideals, and you agree to protect the orphans without payment".
The face, or the hacker who puts a few points into Etiquette (Avatar) and Leetspeak, or the sammie who picks up Intimidation and Or'Zet, should get plenty of value in their interactions with NPCs. Players should respect that the face PC is smooth and persuasive, and roleplay accordingly, even if the face's player is less persuasive, and that can be rewarded (or penalized) with Karma, without taking away each player's control over their PC.
I'm imagining a LOTR type campaign... and "Boromir, roll Intimidation plus CHA plus bonus dice for being bigger and better-armed than Frodo, plus bonus dice for noble rank; Frodo, roll WIL+CHA; oh dear, crit glitch, you're giving Boromir the One Ring." (Spend Edge, Frodo, spend Edge for reroll dice!)
Ryu
Oct 28 2007, 11:08 AM
@Rotbart: I agree, and left the group because of this incident. Real PvP would have been the only other option.
Riley37
Oct 28 2007, 11:10 AM
| QUOTE (TheGothfather) |
| Also, in your example, you forget about the first step in this houserule - setting the terms of the argument. Some compromises are already going to be made before any dice are rolled, since both parties have to agree to the terms before the arguments start flying. |
And that would make me willing to *try* this system. In the orphanage example, I might say say "okay, you could possibly persuade my idealist PC to abandon the orphans but not to sell them to Tamanous", or "okay, my cynical PC could maybe take the job for a nominal fee but the orphage owes us a place to hide if we ever need one - and then YOU owe me a favor too". Those give me, as player, a chance to roleplay a reasonable amount of persuadability, to stretch the range of the characterization, and also a chance to draw no-way boundaries as needed.
But it involves a certain level of trust in the other players. In a good group, sure, I'll try it but I think we'll mostly just roleplay and only use this system occasionally. At a tournament or convention game, I'd be darn cautious.
Glyph
Oct 28 2007, 11:12 AM
| QUOTE (TheGothfather) |
| Handwaving? I don't think so. IMNSHO, drama in an RPG comes from challenging your players, and the flags that tell you what to challenge are on your PC's character sheets. If they've sacrificed combat ability and instead put a bunch of BPs and Karma into social skills then that fucking matters to them. Rolling the dice backs them up, because the minute those dice start hitting the table, you know that there's something at stake, just like in a firefight they know that they might get killed every time the dice are rolled against them. And since it matters to them, I'd say that pure roleplaying completely screws over the player, because you're nullifying the abilities that they've paid for. Hell, if you're going to run it that way, you may as well put the dice away, buy some plastic guns, and go and start a Shadowrun LARP. |
But who is advocating "pure" roleplaying? Even the people who would rather roleplay most things out still think that the GM and the other players should take the face's social skills into account, not to mention that of the NPCs and other PCs. To do otherwise is not roleplaying at all, but metagaming, and should be penalized accordingly when it is time to give out the roleplaying Karma.
And the face has an entire world of NPCs to con, cajole, and manipulate. I have played faces, and I have never felt "screwed over" because I couldn't take control of another PC's character away from him. Your game might need your complicated resolution system, and if you need it, and it works without causing any resentments, fine. But I don't personally consider that the optimal way to run PC vs. PC social skills.
TheGothfather
Oct 28 2007, 03:07 PM
| QUOTE (Glyph) |
| But who is advocating "pure" roleplaying? Even the people who would rather roleplay most things out still think that the GM and the other players should take the face's social skills into account, not to mention that of the NPCs and other PCs. To do otherwise is not roleplaying at all, but metagaming, and should be penalized accordingly when it is time to give out the roleplaying Karma. |
Is metagaming necessarily bad? In my games, I explicitly tell the players what will happen if any of their rolls fail (except in combat, because failed rolls have obvious consequences, detailed by the system), so that they know what's at stake. That's metagaming, too, and in my experience, it makes the game more exciting. Metagaming is only bad when the player uses it to cheat. But it is a tool, and like any tool, whether it's a good or bad thing depends on how its used.
To quote Luke Crane...
| QUOTE (Luke Crane) |
Why roll at all? Why not just agree on what's happening? We're all fair-minded adults, right? Well, social agreement is a fantastic ideal, but it's subject to bullying, blustering, intimidation, manipulation, cajoling, persuasion and lying: all things that are separate from the characters - part of the social dynamic that is apart from the game. By relying on the dice, everyone is on a level playing field. This is a game, not acting class. Rolling the dice gets everyone playing the game.
Dice help you get what you want, not frustrate your goals. There's a process to it, but the mechanics can drive dramatic, intense roleplaying. |
Whipstitch
Oct 28 2007, 06:21 PM
Okay, now I'm just confused; do you want your system to apply to important decisions or not? Because if you do, get off the backs of the people that are "hung up" on the planning the run scenario.
TheGothfather
Oct 28 2007, 08:04 PM
I'm saying that, while that's an important decision, it's not really a conflict. If you're planning how to approach a run, all the characters involved want the same thing, the only question is methodology. Riley's scenario was a much better example of what I'm getting at - two characters wanting different things, and those things were tied to the beliefs of the characters. The resolution of that conflict would have spun the plot of the game in a new and unexpected direction. Fun for everyone! Planning the run only determines what traps you run into first. It doesn't really affect the story at all.
I'm not trying to be hostile. If I came across that way, I apologize. What I'm trying to do is put forward the idea that playing the game as a game doesn't take away from the choices that the player makes for his character, and, indeed, can make for a much more satisfying game with more intense and exiting roleplaying. But with a couple of exceptions, people have this knee-jerk reaction of "Oh, noes! Mind-control!" whenever this subject comes up. And maybe that's because they tried a way of doing it that just didn't work, and it left a bad taste in their mouths. That's fine. I'd probably have the same reaction, if it were me.
However, I've played in and run games that use systems like this, and I know it can work. It keeps the game moving, and it keeps everyone engaged and invested in what's going on at the table. I've presented a possible mechanic that could be used in this particular game, and what I really want is opinions on how it could be made better or more fair. But before that happens, I have to get people to entertain the idea that it is, in fact, workable. I'm not saying everyone has to use it, or that everyone has to run their tables like I run mine.
Ryu
Oct 28 2007, 08:24 PM
Make it so the face does not get to win every discussion the mage does not win?
Or go by the book and have the would-be leaders roll their leadership dice, using nothing but the hits (single test) to decide who wins.
Glyph
Oct 28 2007, 08:34 PM
Metagaming can be good or bad, depending on the context. In the case of my example, it was a character using his real-life social skills for a character built with little or no social skills.
The Luke Crane argument is a straw man argument (at least in this context - the original quote may have been talking about something different), since no one is advocating doing away with dice rolls, merely doing away with dice rolls for PC vs. PC usage of social skills.
The flip side of that argument is that if a player's actions are determined solely by dice rolls, the player hardly even needs to be there.
But to move away from this impasse, and back to C&C on your system:
The good:
It still gives the loser options, such as carrying a grudge or even escalating to violence.
It entitles the loser to compromises for getting any successes at all, rather than having one character get everything he wants.
Both players have to agree to the terms of the argument, so you won't have any nonsense that arises in other games where the face can get people to pay for his dinner every time, or talk the team into using his plan as opposed to the plan made by the sammie with the break-in experience, or even more egregious abuses.
The bad:
An extended test makes the face vs. anyone else even more of a mismatch. They not only have less dice to roll, but less times that they can roll them.
Needlessly complicated. If you do have to roll the dice, you don't need something this involved. Have both players make their arguments, assign dice pool modifiers based on the arguments and other factors, then have them make a single opposed test.
TheGothfather
Oct 28 2007, 09:19 PM
Awsome, now we're getting somewhere!
| QUOTE (Glyph) |
| It still gives the loser options, such as carrying a grudge or even escalating to violence. |
I actually forgot to include walking away in here. It's possible that one PC may refuse to even argue about something, and it would be wrong for the GM to force him to do so. It was in my head when I wrote it up, I just forgot to state it explicitly.
| QUOTE (Glyph) |
| An extended test makes the face vs. anyone else even more of a mismatch. They not only have less dice to roll, but less times that they can roll them. |
On further thought, you're absolutely right. I actually had a reason for doing this, but it's linked to your next point, so I'll address it there.
| QUOTE (Glyph) |
| Needlessly complicated. If you do have to roll the dice, you don't need something this involved. Have both players make their arguments, assign dice pool modifiers based on the arguments and other factors, then have them make a single opposed test. |
I see where you're coming from here. The reason that I had it set up as an extended test was because I wanted to provide an opportunity for other characters to chime in with their own arguments to help with either side from statement to statement. I hadn't come up with a good way of doing that when I wrote up the system, and then I went back and looked up the Teamwork Tests rules, which could actually work for this.
So, with what you've suggested, I can see two ways of handling this:
A.) Extended test option - The involved characters make their statements, then any characters on the sidelines have the option of making their own statements, backing whichever side they wish. They make a Teamwork Test with an appropriate skill and add their successes to the dice pool of whoever they're backing, thus increasing their dice pool. This would work especially well for the situation where the face has a massive dice pool and the opponent has crap-all for social skills.
Upside: The exchange becomes more dynamic, with everybody at the table having a chance to be involved. Also, it can potentially level the playing field by letting a socially inept character receive help from other characters. More hits will likely be scored by the disadvantaged character, and thus he'll have a much better chance of netting some really good compromises.
Downside: Still an extended test, which is actually fine with me, but I can see very well why others wouldn't like it. Also, a lot of dice rolling, which, again, I don't see as necessarily being a problem if it stays fun, but I realize, again, this may be something that other people don't like.
B.) Single opposed test option - The involved PCs make their arguments, dice pools are modified by the quality of the statements and normal social skill modifiers. Then the other characters get the option to pick a side and help out if they choose. They make a teamwork test and add their hits to the pool of whichever side they've chosen. The opposed test is made, with compromises based on the margin of failure of the loser.
Upside: Much simpler, with fewer rolls. Also, quicker.
Downside: Not as dynamic. Sideline characters have to pick a side and stick with it - they can't be swayed by the arguments as they fly back and forth.
Both ways of doing it would work pretty well, in my opinion. I could actually see presenting both as an option to the players and seeing what they say about it. Or even trying the single opposed test first, and presenting the extended option later on.
Riley37
Oct 28 2007, 09:21 PM
Ya know, this thread has gone on for a while; let's settle it with a dice roll and be done. I claim +1d6 because Gothfather found my example useful. <www.irony.com/webdice.html>
Seriously, I think there's some apples-vs.-oranges here. I say take it to playtesting and come back with some specific examples of conflicts in which dice-rolling resulted in a game session that was more fun for the players and the GM.
If a player writes a PC with CHA as their dump stat, and speaks IC with articulate delivery, I'm OK with the other PCs being able to "hear" the player's intent, but the "in-game camera" shows the PC stammering or whining or whatever, and that's what NPCs respond to. Same as it shows the character speaking Sperethiel (poorly) even though all the *players* are using English to express what their characters say.
Alphastream
Oct 29 2007, 04:26 AM
Gothfather, I dig where you are coming from. I think what you wrote is pretty useful for groups that want it. Most systems don't focus on PC vs PC, because that's where the heavy RP takes place. Systems generally want mechanic-less role-playing so personality and voice can shine, not dice. When you are having a "do we let 'em go or finish them" type debate, or a "do we trust Johnson", the arguments can be awesome, especially if you are lucky enough to play with people who can temper their arguments with the personality (and competence) of their character. And if they have cool/fun personalities, this is often the highlight of any game.
However, some groups don't like that. That's where having a system can be useful. It brings debate to a conclusion without getting players angry or frustrated.
You might take a look at Spycraft. Their 2nd edition ruleset has dramatic conflicts, including negotiations, seductions, chases, etc. They are basically super-cool extended tests with strategies. They are expressly NOT for PC vs PC (PCs in Spycraft are immune to most con/diplomacy skills!), but it could be a cool way for you to heighten the system's importance if it is a big part of your game. Also, if arguments are tough, it could actually be a fun focus to the issue, turning bad arguments into a tournament style high stakes side of the game, winner take all.
Nightwalker450
Oct 30 2007, 03:35 PM
I'm liking the ideas coming out of here. But with dicerolls, whats the threshold we're looking at, or is it going to be a time limit on the extended test? Or might I suggest the goal is to have 10 net hits more than your opponent on the extended test? Or some static number.
Also on a side note, this is how you do food.
http://dicepool.com/catalog/popup_image.ph...2c966a669ecf48c
TheGothfather
Oct 30 2007, 04:44 PM
| QUOTE (Alphastream) |
| You might take a look at Spycraft. Their 2nd edition ruleset has dramatic conflicts, including negotiations, seductions, chases, etc. They are basically super-cool extended tests with strategies. They are expressly NOT for PC vs PC (PCs in Spycraft are immune to most con/diplomacy skills!), but it could be a cool way for you to heighten the system's importance if it is a big part of your game. Also, if arguments are tough, it could actually be a fun focus to the issue, turning bad arguments into a tournament style high stakes side of the game, winner take all. |
I'll take a look at that if I can find it. I'm not so down with the "winner take all" idea. It kind of defeats the purpose of what I'm trying to do, which is to come up with a way of settling a social conflict mechanically, but allowing for the loser of the challenge to not be mind controlled.
| QUOTE (Nightwalker450) |
| I'm liking the ideas coming out of here. But with dicerolls, whats the threshold we're looking at, or is it going to be a time limit on the extended test? Or might I suggest the goal is to have 10 net hits more than your opponent on the extended test? Or some static number. |
The threshold I came up with is the opposing character's Composure dicepool - Will+Cha. It could just as easily be Will+Logic or Cha+Logic, depending on how you see the argument working. I picked the Composure pool because as I envisioned it, the point isn't to be right, it's to be convincing.
Nightwalker450
Oct 30 2007, 08:28 PM
Threshold of Composure dice pool, but how does that work in more than 1 on 1? Do they have to focus on one person's composure at a time, or do they just have to have total hits greater than the persons Composure, or does the entire group add their composure for convincing? Either of the first two beat composures and people join their side. Those truly convinced can help to convince and add their dice pool to their new side, or if grudgingly convinced not (become the I don't care side). I like the idea of negotiation assists, just trying to see a threshold for turning a group of people.
Or does each side need to establish a speaker and the objective is just to take out the main speaker... Perhaps each additional person adds +2 to the threshold, mob composure is alot harder to break than a single person (peer pressure).
Just throwing thoughts into the mix, when I'm not at work I'll probably end up compiling the ideas and submitting my own take on a system, or at least establishing an idea for my gamers. I just want more ideas on how to work things.
HappyDaze
Oct 30 2007, 10:06 PM
| QUOTE |
| It's possible that one PC may refuse to even argue about something, and it would be wrong for the GM to force him to do so. |
IRL, I've seen someone tricked/pressured/frustrated/guided into taking part in a conversation that they would rather avoid many times. If fairly normal people IRL can manage this, then surely the super-Face with wacked-out Cha and 'cool social-fu' can do the same to his teammates. He'll know how to work them even better than he can perfect strangers (and, as for the reverse, his skill means that it's unlikely they can use their knowledge of him against him to much effect).
Sorry folks, but if the Face and the Sammy get into a physical conflict the dice are probably going to give it to the Sammy. Everyone would call the Face's player a whiney bitch if he didn't accept the outcome. In a social conflict, the Face will win and if the Sammy's player can't take that, then he's a whiney bitch.
It's a game. Your character is your 'piece' in the game - it is NOT 'you'. If another character takes an action that causes an effect, you have to accept that whether the action is physical or social or anything else.
Wounded Ronin
Oct 30 2007, 10:56 PM
I think that disputes of this nature should probably be resolved with a boxing match. After a few boxing matches the players will be so tired they won't want to argue anymore.
Glyph
Oct 31 2007, 02:53 AM
| QUOTE (HappyDaze) |
| QUOTE | | It's possible that one PC may refuse to even argue about something, and it would be wrong for the GM to force him to do so. |
IRL, I've seen someone tricked/pressured/frustrated/guided into taking part in a conversation that they would rather avoid many times. If fairly normal people IRL can manage this, then surely the super-Face with wacked-out Cha and 'cool social-fu' can do the same to his teammates. He'll know how to work them even better than he can perfect strangers (and, as for the reverse, his skill means that it's unlikely they can use their knowledge of him against him to much effect).
Sorry folks, but if the Face and the Sammy get into a physical conflict the dice are probably going to give it to the Sammy. Everyone would call the Face's player a whiney bitch if he didn't accept the outcome. In a social conflict, the Face will win and if the Sammy's player can't take that, then he's a whiney bitch.
It's a game. Your character is your 'piece' in the game - it is NOT 'you'. If another character takes an action that causes an effect, you have to accept that whether the action is physical or social or anything else.
|
The difference is that in most games, the sammie typically doesn't shoot at the face on a whim.
(although I'm sure some GMs have seen it happen

).
TheGothfather has the right idea. The face should get the abilities his player paid for, but the other players need to feel that they are actually getting to play their own characters, not having them be turned into the NPCs of another player who's being an asshole.
HappyDaze
Oct 31 2007, 03:01 AM
| QUOTE |
| The face should get the abilities his player paid for, but the other players need to feel that they are actually getting to play their own characters, not having them be turned into the NPCs of another player who's being an asshole. |
The only defense against an asshole player is not playing the game with him/her. If the player is dedicated to screwing with the other players they can just do it with a magician and Control Emotions/Control Thoughts/Influence. The high-Cha guy just does it more smoothly and if your players really want to play their characters they'll accept the good and the bad.
toturi
Oct 31 2007, 04:10 AM
Well, the Face may have convinced the Sam that such and such is a good idea, and going along with the idea would be good roleplay. But the Sam's player can be an asshole right back and refuse to roleplay being NPCed. And then shoot the Face in the face since he isn't getting the roleplay karma anyway.
Player(Face): Hey, I convinced you to do X.
Player(Sam): So, I shoot you anyway.
Player(Face): But I already convinced him to do X. I demand I get the benefits of my abilities.
GM: You do get the benefit of the abilities you bought. Once your PC convinces the Sam that he should do something but he doesn't, he isn't roleplaying and does not get the roleplay karma. There is an effect. Oh, now that your PC is dead, you can roleplay a dead man. And if you do it well, you get roleplay karma. Pity... dead people don't really have need of karma, but that's the way the game mechanics work.
TheGothfather
Oct 31 2007, 04:13 AM
| QUOTE (Nightwalker450) |
| Threshold of Composure dice pool, but how does that work in more than 1 on 1? Do they have to focus on one person's composure at a time, or do they just have to have total hits greater than the persons Composure, or does the entire group add their composure for convincing? Either of the first two beat composures and people join their side. Those truly convinced can help to convince and add their dice pool to their new side, or if grudgingly convinced not (become the I don't care side). I like the idea of negotiation assists, just trying to see a threshold for turning a group of people. |
This works best for a one-on-one conflict. For multiple characters, I'd go with making Teamwork tests for the characters who aren't directly involved, but still want to put in their two nuyen.
In the extended opposed test version of these rules, this would occur after the two main characters made their statements, but before they roll their dice. The beauty of doing it this way is that those who aren't the main characters have the opportunity to be swayed to either side, and make teamwork tests for whichever side they want between statements.
In the single opposed test that Glyph suggested, the two main characters would make their arguments, then everyone else would roll their teamwork tests, and then the opposed test would be made with the modified dice pools.
There's already rules for using social skills against groups. SR4 pp. 120-121. The system here is for a "duel of wits" style argument, which is intended to be much more personal.
HappyDaze
Oct 31 2007, 04:26 AM
| QUOTE |
| Well, the Face may have convinced the Sam that such and such is a good idea, and going along with the idea would be good roleplay. But the Sam's player can be an asshole right back and refuse to roleplay being NPCed. And then shoot the Face in the face since he isn't getting the roleplay karma anyway. |
In this situation, the player of the Face can equally ignore the effects of the Sammy's actions. The results of physical actions are not inherently any more enforceable than social actions. If the Sammy wants to ply, he has to accept all aspects of the game and not think that he has some kind of final word.
In any case, the GM may need to step in. Were I the GM, I would enforce the results of both activities equally. BTW, physically attacking a teammate is a good way to never find professional work again, and I'm sure a good Face has made that pretty clear early on - well before anyone ever thought of killing him.
Glyph
Oct 31 2007, 04:28 AM
| QUOTE (Smilin_Jack) |
After past bad experiences with PC vs PC social skills and the escalation that resulted - our group unanimously voted to restrict social skills to PC to NPC and NPC to PC resolution.
It eventually came to the point where anytime the face opened his mouth to talk to another character the rest of the characters immediately got ready to pop a cap in him. |
@HappyDaze:
I'm quoting Jack, because that's what can happen if you let the face try that kind of asshattery. And you know what? It's a perfectly valid response. If a player pulls that kind of crap, it's the same as a mage casing control thoughts on other characters, or the sammie threatening the hacker with his Uzi III, or the hacker threatening the sammie with a copy of corporate security footage with his face on it. Except that the latter tend to happen during dramatic scenes of conflict. Social skills are on all of the time.
It's not a matter of "accepting the good and the bad", it's a matter of someone being a griefer. You are correct that leaving is the best option, but if I was GMing, I would boot the offending griefer out long before anyone else left. "If your players really want to play their characters"? Yeah, usually they do, which is why they don't take kindly to other people taking control of those characters away from them. Which, unfortunately, is how too many GMs tend to run social skills, rather than as the relatively subtle manipulations they are supposed to be.
HappyDaze
Oct 31 2007, 04:30 AM
| QUOTE |
| GM: You do get the benefit of the abilities you bought. Once your PC convinces the Sam that he should do something but he doesn't, he isn't roleplaying and does not get the roleplay karma. There is an effect. Oh, now that your PC is dead, you can roleplay a dead man. And if you do it well, you get roleplay karma. Pity... dead people don't really have need of karma, but that's the way the game mechanics work. |
This is an extension of the 'don't play with assholes' that I mentioned earlier. If this occurs, just have you next character come in as a suicide bomber packed with his maximum load of explosives. You can always out-asshole one another until you're tired of Spy-vs-Spy idiocy. Hopefully mature minds will stop using violence as the answer. IRL, people use social conflicts to solve problems all the time - so why not PCs?
HappyDaze
Oct 31 2007, 04:38 AM
| QUOTE |
| And you know what? It's a perfectly valid response. If a player pulls that kind of crap, it's the same as a mage casing control thoughts on other characters, or the sammie threatening the hacker with his Uzi III, or the hacker threatening the sammie with a copy of corporate security footage with his face on it. Except that the latter tend to happen during dramatic scenes of conflict. Social skills are on all of the time. |
This doesn't fly.
Intraparty violence is not generally a valid response to social conflict. Why? Because as you said, social skills are on all the time. It's the normal and acceptable way of handling a conflict between non-hostiles. Just because someone disagrees with you and tries to change your mind (a social conflict) does not mean you should resort to physical violence - they are not your enemy. To even suggest that words should be dealt with by a bullet because you can't outtalk the other guy means that the suspension of disbelief in your game accepts that shadowrunners are not merely mercenaries but ruthless psychotics to the core.
Since social skills are on all the time, perhaps everyone would do well to brush up on them. The group might not even need a dedicated Face, especially if they feel socially threatened by such an individual (not too uncommon IRL for poorly socialized people to avoid associating with those of more influence).
Glyph
Oct 31 2007, 04:40 AM
| QUOTE (HappyDaze) |
| QUOTE | | GM: You do get the benefit of the abilities you bought. Once your PC convinces the Sam that he should do something but he doesn't, he isn't roleplaying and does not get the roleplay karma. There is an effect. Oh, now that your PC is dead, you can roleplay a dead man. And if you do it well, you get roleplay karma. Pity... dead people don't really have need of karma, but that's the way the game mechanics work. |
This is an extension of the 'don't play with assholes' that I mentioned earlier. If this occurs, just have you next character come in as a suicide bomber packed with his maximum load of explosives. You can always out-asshole one another until you're tired of Spy-vs-Spy idiocy. Hopefully mature minds will stop using violence as the answer. IRL, people use social conflicts to solve problems all the time - so why not PCs?
|
What's ironic is that you don't seem to consider the face to be immature, or an asshole, in that example. Using social skills to solve problems is when the face talks the group into an exclusive nightclub, or convinces the Ancients to let the group pass through their territory unharmed, or convinces the guard that a tattered ID really does mean they're the janitorial staff. Abusing a liberal interpretation of the game mechanics for social skills, to take control of another player's character from him, isn't solving problems... it's creating them.
Ravor
Oct 31 2007, 04:43 AM
Huh? You mean that Shadowrunners and even the majority of the average Sixth World citizens
aren't ruthless psychotics to their very cores?
Glyph
Oct 31 2007, 04:50 AM
| QUOTE (HappyDaze) |
| QUOTE | | And you know what? It's a perfectly valid response. If a player pulls that kind of crap, it's the same as a mage casing control thoughts on other characters, or the sammie threatening the hacker with his Uzi III, or the hacker threatening the sammie with a copy of corporate security footage with his face on it. Except that the latter tend to happen during dramatic scenes of conflict. Social skills are on all of the time. |
This doesn't fly.
Intraparty violence is not generally a valid response to social conflict. Why? Because as you said, social skills are on all the time. It's the normal and acceptable way of handling a conflict between non-hostiles. Just because someone disagrees with you and tries to change your mind (a social conflict) does not mean you should resort to physical violence - they are not your enemy. To even suggest that words should be dealt with by a bullet because you can't outtalk the other guy means that the suspension of disbelief in your game accepts that shadowrunners are not merely mercenaries but ruthless psychotics to the core.
Since social skills are on all the time, perhaps everyone would do well to brush up on them. The group might not even need a dedicated Face, especially if they feel socially threatened by such an individual (not too uncommon IRL for poorly socialized people to avoid associating with those of more influence).
|
That doesn't fly.
It doesn't matter if a group "brushes up on" social skills. The face can probably fire a pistol, but still isn't likely to be even close to the sammie's level of skill. A dedicated face in SR4 will win most dice contests against any non-face hands-down, easily.
But the face is fine with a low pistols skill, because he doesn't have to face down combat monsters on a daily basis. But that's the situation the rest of the party's in, whenever the face wants his way.
In such a situation, roleplaying doesn't really matter, since your characters are all being overridden by the allmighty dice. So barring a GM who sets reasonable limits on social skills, it's back to Jack's solution.
WearzManySkins
Oct 31 2007, 05:23 AM
I believe a poster has put a different spin on this,,,it was the party deciding on how to fence/dispose of loot/gear. There were several ways it could have been done, and for different reasons for it too, all the reasons were IG and IC.
Again in such a situation who determines whose RPing carried the argument?
Also a player does not have total control over his characters actions things like composure checks indicate that.
WMS
HappyDaze
Oct 31 2007, 05:35 AM
| QUOTE |
| So barring a GM who sets reasonable limits on social skills, it's back to Jack's solution. |
If you don't have a GM that sets reasonable limits on any aspect of the gam, then nobody's going to have a solution. I'm not suggesting mind control on the part of soail skills, but I am suggesting that they should be able to influnce PCs just as they influence NPCs - I don't play d20 for a number of reasons, and its ruling that PCs are immune to social skill effects is one of them.
| QUOTE |
| A dedicated face in SR4 will win most dice contests against any non-face hands-down, easily. |
Sure. But you didn't need to have a dedicated Face, did you? You choose to associate with a guy that can talk people into almost anything... and they (and your character) like it!
Charisma should be the most important stat in any game that involves any amount of social interaction either intraparty or interparty with NPCs. Look at how far Charisma and social skills get otherwise mundane individuals IRL. Of course, many of the players of RPGs tend towards the socially inept side that just wants to blow shit up, so it doesn't suprise me to find that some people don't want to mirror this aspect of reality to any real degree.
Smilin_Jack
Oct 31 2007, 05:48 AM
| QUOTE (HappyDaze) |
Intraparty violence is not generally a valid response to social conflict. Why? Because as you said, social skills are on all the time. It's the normal and acceptable way of handling a conflict between non-hostiles. Just because someone disagrees with you and tries to change your mind (a social conflict) does not mean you should resort to physical violence - they are not your enemy. To even suggest that words should be dealt with by a bullet because you can't outtalk the other guy means that the suspension of disbelief in your game accepts that shadowrunners are not merely mercenaries but ruthless psychotics to the core.
Since social skills are on all the time, perhaps everyone would do well to brush up on them. The group might not even need a dedicated Face, especially if they feel socially threatened by such an individual (not too uncommon IRL for poorly socialized people to avoid associating with those of more influence). |
And my suspension of disbelief goes out the window when the other characters
know for a fact that the face is a slick tricky con man who can turn the Don gay or convince the elf corp princess to put out for the troll biker - after all that's exactly why they put up with him in the first place - falling for his crap.
Then again, I don't have to worry about it anymore as PC social skills don't work on other PC's anymore in our games.
HappyDaze
Oct 31 2007, 05:56 AM
| QUOTE |
| Then again, I don't have to worry about it anymore as PC social skills don't work on other PC's anymore in our games. |
I saw another GM make a similar change by making it so that all PCs were 100% immune to attacks from other PCs (something he got from a online game). I don't think either idea is a satisfying solution to ingame problems.
BTW, can NPCs use social skills against your PCs, or are all PCs total psychos that can't be influenced by others?
Glyph
Oct 31 2007, 06:14 AM
In a prior post, he said social skills were limited to PC vs NPC or NPC vs PC, so I assume characters in his games can still be affected by social skills.
Just to be clear, since you advocate rollin' dem bones, what would you consider some good examples of acceptable social skill use by a face vs. a party member? On the flip side, what would you consider out of the scope of a social skill's range, even for a face? What would you do if a face used his social skills to get his way all of the time - would the party eventually get higher thresholds to resist it, representing them getting sick of it? And like Jack pointed out, they also know that the face is a con man - how would that affect his thresholds vs. other PCs? Or would he be like Harry the Hat, able to bamboozle them at will?
Smilin_Jack
Oct 31 2007, 06:15 AM
Yep - NPCs can use social skills against our PCs.
My ex-gangster character has been conned, fast-talked, and screwed over by plenty of NPCs. So have the face, mage, and deck... hacker.
toturi
Oct 31 2007, 08:01 AM
| QUOTE (HappyDaze @ Oct 31 2007, 12:26 PM) |
| QUOTE | | Well, the Face may have convinced the Sam that such and such is a good idea, and going along with the idea would be good roleplay. But the Sam's player can be an asshole right back and refuse to roleplay being NPCed. And then shoot the Face in the face since he isn't getting the roleplay karma anyway. |
In this situation, the player of the Face can equally ignore the effects of the Sammy's actions. The results of physical actions are not inherently any more enforceable than social actions. If the Sammy wants to ply, he has to accept all aspects of the game and not think that he has some kind of final word.
In any case, the GM may need to step in. Were I the GM, I would enforce the results of both activities equally. BTW, physically attacking a teammate is a good way to never find professional work again, and I'm sure a good Face has made that pretty clear early on - well before anyone ever thought of killing him.
|
Results of physical actions are inherently more enforceable by the GM because the rules of combat are clearer and more unambiguous than the Social skill rules. The sammy does not have the final word, however. He still needs to shoot to kill the Face, just as the Face can shoot the Sam back. The Face can also use Edge to bypass being killed. Just as the Sam can sacrifice RP karma to ignore the strong influence the Face or any other NPC or PC have on him.
Both sides have their upsides and downsides. It is a matter of choice.
Nightwalker450
Oct 31 2007, 01:54 PM
One thing that should be very closely looked at: Is this really an In-character argument, or a player argument?
In my gaming experience the plan is usually come up with by the group of players, not just by one player. The basic idea is some players are not as intelligent or charismatic as their character, so by producing a plan as a group the "face" gets to have a plan that is generally going to work well, and be acceptable to all players. Once set, then its open to dice rolls if people want to throw in character disputes in.
This is just something that hasn't been mentioned, the rules handle characters who have higher strength then their players, but it takes a group to make up for a player not being as smart or as charismatic as his character. Are there any players who have a charisma of 6, and phermone enhancers?
If players are set on different plans and can't come into an aggreement, then the GM needs to step in and turn it into in-character sooner to keep player hostilities down. GM has to act as referee between characters as well as players if he want's to keep a story moving.
Fortune
Oct 31 2007, 01:59 PM
| QUOTE (Nightwalker450) |
In my gaming experience the plan is usually come up with by the group of players, not just by one player. The basic idea is some players are not as intelligent or charismatic as their character, so by producing a plan as a group the "face" gets to have a plan that is generally going to work well, and be acceptable to all players. Once set, then its open to dice rolls if people want to throw in character disputes in.
This is just something that hasn't been mentioned, the rules handle characters who have higher strength then their players, but it takes a group to make up for a player not being as smart or as charismatic as his character. |
This is a very good point.
TheGothfather
Oct 31 2007, 03:20 PM
I'm talking about in-character arguments, specifically dealing with those situations where two characters' beliefs are pitted against each other.
Also, and I didn't really explain this before, this system assumes a certain playstyle. It's not going to work for everyone, and I realize that. I just figured I'd present it for anyone who was interested.
WinterRat1
Nov 2 2007, 06:23 PM
The Living in the Shadows (LITS) and Down in the Gutter (DITG) games over in the Welcome to the Shadows forum use the following interpretation of Social Skills. They apply equally to PC vs. NPC or PC vs. PC.
I based them off of the Secret Arts mechanics from Eos Press's Weapons of the Gods, which is an excellent game, by the way.
I realize every group has their own way of doing things, and this may not be the best solution for everyone. Regardless, I hope this proves helpful to whoever may choose to use it.
Note: It's not explicitly stated in the rules below, but the penalty may or may not be a quantitative one. It may be a role-playing/qualitative one as well.
| QUOTE |
Social Skills
Social Skills in Down in the Gutter operate on the following basic principles:
1. Free Choice - No character, PC or NPC, should ever be forced to do something against their basic nature as a result of a Social Skill roll, or else it’s not a social skill, it’s mind control.
2. Genuine Impact - Social Skill rolls must have a material impact on the game, or else there is no point to having them as a game mechanic.
3. Equal Application - PC and NPC alike must be equally subjected to the results of Social Skill rolls, or else social skills become an unfair one way ticket for PCs to impact NPCs while refusing to be impacted in return.
4. Choices have Consequences - If a character chooses to act in a way other than what the roll would naturally dictate, there must be a consequence to ignoring the roll or else the roll has no validity.
Therefore, all Social Skill rolls in DITG will be handled in the following manner: All characters, PC or NPC, must either roleplay the result of the roll or suffer a penalty determined by the GM.
For example, suppose Aziz loses an Intimidation Roll to Ganger A. He can choose to roleplay being intimidated and act accordingly, possibly backing down, apologizing, or running away. Alternatively, he may act in a way that does not correspond with failing the roll, such as attacking Ganger A, and suffer a penalty of a magnitude and duration determined by the GM, depending on the result of the Intimidation roll.
You will note that Principle 1, Free Choice, is not violated. Aziz is free to choose his response to losing the Intimidation roll.
Similarly, Principle 2, Genuine Impact is followed, as Aziz is impacted in a material way, either letting the roll dictate his actions to a certain extent or taking a statistical penalty.
Principle 3, Equal Application, is followed, as Aziz is subject to the result of a Social Skill roll, just as he would expect the Ganger to be impacted by failing the Social Skill roll if the positions were reversed.
Finally, Principle 4, Choices have Consequences applies because Aziz will suffer a penalty as a consequence of choosing to act in a way other than what the roll dictates the result should be. Perhaps the penalty is a result of a loss of confidence in himself, or maybe he knows he got owned and can’t help but feel embarrassed.
Note that players may not invoke the, ‘well my character should not be subject to the penalty because he would do X even though the result of the roll is Y because he’s just like that’ defense.
To continue the previous example, Aziz cannot argue that because Aziz is a violent, ornery fellow, if he was Intimidated he really would attack Ganger A and therefore should not suffer a penalty. It may be true that Aziz is violent, ornery, and really would attack Ganger A if he felt threatened. In that case, he is forced to either do something contrary to his nature (back down and avoid conflict) or suffer a penalty to what he would normally do (fight). Even if it is what Aziz would do, it doesn’t change the fact that his self-confidence is rattled and he is now uncertain of himself as a result of the Intimidation roll, causing him to fight at a disadvantage.
Since the GM definition of what constitutes ‘roleplaying the result of the roll’ is what counts, players are free to ask us what they are allowed to do in the process of roleplaying the result of the roll and what actions would result in a penalty. In most cases this should be fairly self-explanatory, but as always, players are encouraged to seek clarification where necessary. |
WearzManySkins
Nov 2 2007, 06:52 PM
@WinterRat1
Nice system, good examples.
WMS
Riley37
Nov 2 2007, 08:23 PM
| QUOTE (Nightwalker450) |
| ...it takes a group to make up for a player not being as smart or as charismatic as his character. Are there any players who have a charisma of 6, and phermone enhancers? |
Cogent point on the group option to work *together* to make the in-game result match the in-game character abilities, when those differ from the player's abilities.
An attractive female gamer, in a group of mostly male and mostly lonely gamers, can get doubled effective Charisma and make good use of pheremones, and if they are also the GM's girlfriend, they may get HandOfGod without actually burning Edge, but that's a different topic.
DITG lays out some explicit principles. Yay explicit principles, thanks for posting them!
Now then. I *still* see more discussion. I'm rolling my Charisma + Con. Anyone who gets fewer hits, *must* pitch their players on either Gothfather's system or the DITG principles, or lose Karma.
24.97.85.139/cgi-bin/shadowroll.pl
WinterRat1
Nov 2 2007, 08:33 PM
With respects to the original author of this thread (The Gothfather) I am curious to see what the general DSF public’s opinion is of the Social Conflict System I use in my games. I don’t mean to create a ‘competing’ thread as it were; I am simply interested in soliciting feedback from a wider stream of opinions beyond those currently following this thread. Thanks to all for the thoughts and ideas presented in this thread so far!
Fortune
Nov 2 2007, 08:36 PM
I'd like a clearer idea on your use of the word 'punishment' (examples would help) before I can really form a full opinion.
WinterRat1
Nov 2 2007, 08:44 PM
Was that directed towards me? I didn't use the word 'punishment' anywhere in my writeup so I am uncertain if you were referring to me or another poster.
Fortune
Nov 2 2007, 08:54 PM
| QUOTE (WinterRat1) |
| Was that directed towards me? I didn't use the word 'punishment' anywhere in my writeup so I am uncertain if you were referring to me or another poster. |
You're right. Read one too many posts and misremembered the exact wording. Sorry about that. I meant your use of the word 'penalty'.
TheGothfather
Nov 2 2007, 08:57 PM
I think this works just fine. It accomplishes the same thing that my system does, but it's clearly designed for a different playstyle than I use. In both systems, player choice is preserved, albeit in different ways, social skills impact the game, the application is equal, and all choices have consequences. Really, the only difference is what approach we take to the problem, but I think that both (and probably numerous other possible systems) are valid solutions.
| QUOTE (Riley37) |
| I'm rolling my Charisma + Con. Anyone who gets fewer hits, *must* pitch their players on either Gothfather's system or the DITG principles, or lose Karma. |
Well, I'm clearly pitching my own system to my players, but that's because my system was designed to fit the style of play I use at my table, which is much more "indie" game style than traditional. Either of the one's that we've suggested in this thread would work well, I think, as would no system at all if that's what makes it fun for your players.
Smilin_Jack
Nov 2 2007, 10:00 PM
Ok, here are some issues that irk me when applying social tests in a PC vs PC context.
1. Does the positive quality Magic Resistance add to a characters dice pool on tests against adept powers? They are magic after all.....
2. The positive qualities High Pain Tolerance, Toughness, and Will to Live are useful in regards to damage (be it from magic or a bullet).
2.a. The positive qualities First Impression, Animal Empathy, Human Looking, and Guts add to social dice test.
2.a.1. Guts is the only positive quality that adds dice specifically when resisting social tests, and then only when resisting fear and intemidation.
2.b. There are no positive qualities useful for resisting social influence as a whole (see 2.a.1 above) withouth being a charismatic character.
3. While combat is has an exaustive list of modifiers, the BBB specifically states that "The gamemaster should evaluate each situation and apply modifiers as he feels appropriate. The Social Modifiers Table (p. 122) provides some examples."
3.a.1 The parties face is known for his ability to lie, con, cheat, and steal with words, the other characters know this, should the face be penalized when trying to perform his manipulations on them?
4.a In the Game Concepts section (p. 61) Charisma is stated to be "Charisma is a nebulous attribute. More than just looks, Charisma represents a character’s personal aura, self-image, ego, willingness to find out what people want and give it to them, and ability to recognize what she can and can’t get out of people."
While Willpower is "Willpower keeps a character going when she wants to
give up, or enables her to control her habits and emotions. <snip> Willpower also represents a character’s cool under fire, her ability to resist intimidation and manipulation, and her resolve to stick to her guns when the pressure is on."
So why is a target characters Con resistance roll based on Charisma instead of Willpower?