Balesir
Adventurer
Yes, I've played both HQ and RQ a fair degree, and, perhaps, more similarly to what I am thinking of for D&D, Pendragon (Greg Stafford's Arthurian roleplaying game - if you haven't tried it, run, don't walk, to your FLGS and beg, borrow, buy or steal a copy!).There are sysytems that work like this. Herowars/heroquest for example. They tend to be highly narrativist systems. In fact in that system you could run an entire encounter while mixing magical, physical, emotional and social conflicts into the same event. The flipside of that is that you never know what actually happened until the final resolution. It's like 4e HP squared in that effect. When Joe took 8 points from the badguys AP pool in turn 4 was that a sword to the leg, or a reminder of a childhood friendship that brought a tear to his eye? You don't know until it's over and you match the narrative to the game effects. It is an extremely elegant system. Personally I find it lacks something in flavor however.
In the original RuneQuest game the different magical systems of Glorantha had very different mechanical implementations. In HeroWars they have the same distinct fluff, but all have the exact same universal resolution mechanics. The palpable, meaningful differences between spirit magic and mystisicm from the old days is gone, remembered only as a bit of handwaving.
My point would be that HQ handles the matter from a conflict resolution (as opposed to task resolution) angle and with a game generally aimed at addressing the mythic themes of Glorantha, rather than seeking emergent stories more indirectly via play immediately focussed on other things, as D&D tends to do.
I actually see several systems that address non-physical and non-combat conflict from a conflict resolution, non-Gamist angle; Burning Wheel is perhaps closest to what I'm seeking, but even that is not quite as "strategic" as I would really like to see. Several other "usual suspects" - PrimeTime Adventures, Universalis, Sorceror - also cover the gound. Another "close, but not quite" would be Call of Cthulhu. But, I see a gap in the "market" for a gamist game (which I think D&D is naturally constituted to handle well, due to its ties to level, XP and hit points, not to mention "Vancian" type casting and so on) that is set up to handle "tactical" social and exploratory conflict well.
D&D has not done this historically, I agree. But, as I say above, I think the style of game that the D&D combat system quite naturally (to me) trends towards - character resource and positional management to overcome in-game challenges - could be extended quite coherently and smoothly to cover social and exploration challenges in the same vein. Rather than a complete departure - as with, say, switching to a classless game or moving to a non-hit point based damage system - adding 'tactical' systems for non-combat play would seem like a natural extension, to me.We're drifting into the "What D&D isn't" thread here, I think. D&D has never had, nor attempted to have elegant or sophisticated social conflict rules. That has always been the purview of the GM. And in point of fact no matter what system you are playing or what the rules are it will always be the purview of the GM. The only way around that is troupe style play combined with social mechanics that also apply to the PCs. And you will not find a whole hell of a lot of D&D players, in my experience, who are not going to have a problem with the GM telling them how their character has to act.
Yes, this was why I mentioned Pendragon, and why I am looking for a system specifically unlike HQ and similar. The idea is not that the player character is forced to any specific behaviour unless the player signs up for that restriction first. In Pendragon, no knight has to have an extreme Trait (which might be "Chaste", "Proud", "Merciful" or the like) - but if the player chooses to pursue one such, and achieves it, then the character may be restricted by that trait in some situations. Why would the player choose to pursue such an extreme Trait? Because there are benefits to having them, of course!Different games have different social contracts between the players and GM. In something like a World of Darkness game, or Heroquest it is perfectly legitimate for a GM to tell someone their character has fallen in love, or had a fight with their spouse. The system has rules for it, and encourages that sort of social conflict.
D&D on the other hand has always had a sort of gentlemens agreement that while the GM might try to kill you at any second (which results in a lot of PCs who act like paranoid PTSD survivors who never, ever sit with their backs to a door) it is also a given that he does not tell you what your character must think or feel about any given situation. He might tell you your characters actions will look very odd to other people in the world, but your actions are your own even if they lead to you getting eaten by a grue.
This is the sort of general tenor I have in mind. A player might choose to take certain character limitations or leave their character vulnerable in the social realm in order to gain tools with which to better overcome certain other social challenges. Social interaction thereby becomes a game all of its own, as engaging - and in quite a similar way - to the game involved when combat challenges are to be overcome.