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FATE Core - what happened to Diaspora social combat?
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<blockquote data-quote="Umbran" data-source="post: 6702903" data-attributes="member: 177"><p>Problem: Back when you were a kid, did you ever play Cops and Robbers? Didn't you ever have this conversation:</p><p></p><p>"I shot you!"</p><p>"No you didn't! I shot you first!"</p><p></p><p>While we can play out a social interaction without mechanics, if we do so, then there is no neutral arbiter on the *effects* of the interaction. Which is fine, just so long as you don't expect the PCs to ever achieve or risk anything through these social interactions except by GM Fiat. In, say, the Dresden Files game, it isn't just a question of "how various statements are perceived". In a social conflict in this game, the PC has just at much at risk as in a physical combat. If you get thoroughly trounced in a social conflict, your character (or the NPC) can, in fact, end up *dead*. </p><p></p><p>Lots of GMs and players would prefer to have some mechanic framed around that, rather than to leave it entirely to fiat. Lots of others woudl prefer to not have such consequences for social engagements. Different strokes, and all that.</p><p></p><p></p><p></p><p>This is FATE we are talking about. Not exactly the most granular system out there.</p><p></p><p></p><p></p><p>Yeah. I'm not so much on board on the "force" thing. And for the players who don't want to, or are, indeed, not good at it, I'm okay with having a mechanic I can use.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6702903, member: 177"] Problem: Back when you were a kid, did you ever play Cops and Robbers? Didn't you ever have this conversation: "I shot you!" "No you didn't! I shot you first!" While we can play out a social interaction without mechanics, if we do so, then there is no neutral arbiter on the *effects* of the interaction. Which is fine, just so long as you don't expect the PCs to ever achieve or risk anything through these social interactions except by GM Fiat. In, say, the Dresden Files game, it isn't just a question of "how various statements are perceived". In a social conflict in this game, the PC has just at much at risk as in a physical combat. If you get thoroughly trounced in a social conflict, your character (or the NPC) can, in fact, end up *dead*. Lots of GMs and players would prefer to have some mechanic framed around that, rather than to leave it entirely to fiat. Lots of others woudl prefer to not have such consequences for social engagements. Different strokes, and all that. This is FATE we are talking about. Not exactly the most granular system out there. Yeah. I'm not so much on board on the "force" thing. And for the players who don't want to, or are, indeed, not good at it, I'm okay with having a mechanic I can use. [/QUOTE]
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