Fenris-77
Small God of the Dozens
Sure. Let's say the group is going to infiltrate the Duke's ball. So everyone is in costume, fake invitations have been arranged, and the scene drops - now the group has to work the room. The guests are the usual mix of drunks and rakes, prim and proper, smart and foolish. Plus the duke is there, and he's a smart fellow, and there are lots of guards about.I read up on Position and Effect. Could I get a social combat example if you have the time?
The players could go a lot of ways here, but let's say that there are two people who have the information the group needs. Foolish Baron Dunce and Paranoid Viscount Eek. The foolish baron is hanging with the Duke, and the Viscount is off by himself mostly.
Postion can be read here as follows, using the Viscount as an example. If a PC walked right up to him and started chatting, even with a good line of patter, he's going to be on his guard (paranoid). So that would be risky or possibly even desperate depending on the approach. The effect there is going to be standard or even limited - paranoid schemers don't just natter on about sensitive information.
However, the players might have a clever plan. Perhaps they find out that the Viscount has a dowager aunt whom he is quite fond of who is also at the ball. Charming the dotty old lady is a piece of cake for a seasoned con, and getting here to introduce them to the Viscount (like it was her idea) is also pretty easy. Here I'd say position is trending toward controlled/risky, so things are looking up.
Our players don't just stop there. They have also found out that the Viscount is a fanatical hawker, he loves the birds. So the player also manages to suggest to the aunt that they have that passion in common and this gets folded into the introduction. So the player now has some conversational leverage to get the reticent viscount chatting. This would have effect trending up to standard or even perhaps great depending on the detail.
Both these examples make sense with the context of an initial framing by the GM of the difficulty of approaching the Viscount directly (Risky/Limited or whatever) and the players specifically working to improve the situation. Of course, this same example could be done in any game system, but position/effect grants some really useful handholds for understanding what's going on and working to improve it. In this same example I'd also probably employ a clock called Viscount's Suspicion that could handle the conversation itself it that was going to be an extended social action.








