Mike Mearls on Social Encounters

Dr. Awkward said:
However, this sort of metagame negotiation is tangential to an in-game negotiation.
My model for approaching this discussion is Duel of Wits from Burning Wheel. In that game and others, as I understand them, there is no issue of meta- vs. in-game. If the player's intent is to have their PC betray an NPC, you don't bother playing out the negotiation... you play out the betrayal scheme. I.e., you're not dicing to resolve whether the NPC agrees to a deal the PC will later break, you're dicing to resolve whether the PC pulls off the double-cross. The stakes involve whether the NPC figures out what your PC is going to do.

Otherwise, you've sort of got the equivalent of playing out a combat, seeing your PC get killed, and then saying, "Crud! Okay, my PC doesn't do that. Instead of fighting the orcs, he goes to the tavern."

This is drifting the thread, though, so I apologize. :)
 

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apoptosis said:
If you wanted to not follow-through that should have been part of the stakes that you set (i am going to tell him what he wants to hear, but do somethign different)
Stop scanning my brain!
 

apoptosis said:
This is true there are two levels. But for a social challenge system the second one is the important one.

If you wanted to not follow-through that should have been part of the stakes that you set (i am going to tell him what he wants to hear, but do somethign different)

The issue comes up in that stake setting is intention based and conflict resolution, while basically all of D&D is intent-uncaring and task resolution.

Unfortunately task-resolution social systems have IMO never worked well. Either you run into the issue where the challenge is all one-sided (i can bluff the guard, he cant bluff me) or runs into DM social mind control of the character which many people hate.

Stake setting allows both a 2-sided conflict AND player control (as they get to decide the stakes (loss of PC-control) they are willling to risk)

Stake setting requires the DM and players to remove themselves from the standard PC-as-avatar perspective that D&D assumes in all other situations. So I can see how some players might not like it. It stacks a level of narrative abstraction on what is primarily an engine for task-based heroic action simulation. If you're used to that style of play, it makes sense that you would want to treat non-combat challenges like combat challenges, in that you tell the DM what you're attempting, roll a die, and succeed or fail. Adding in an additional dimension of "what have I got to lose" forces a degree of immersion in the character and its motivations, goals, and ideals that may not be attractive to a fairly large chunk of gamers who are attracted to D&D for its task-based heroic action simulation.
 

Zaruthustran said:
Good counter-example, but I think what he was saying was that some things (such as the irrefutable proof/bullerproof argument) are essentially a coup de gras in verbal combat. You achieve a big success, without the need to roll.

The problem is that many people won't listen to reason.

No matter how much evidence or proof you have, not everyone will believe you.

Many people think that a logical argument will convince anyone and everyone, but this is rarely true.

Geoff.
 

buzz said:
My model for approaching this discussion is Duel of Wits from Burning Wheel. In that game and others, as I understand them, there is no issue of meta- vs. in-game.
My terminology. I mean that as a task-based game, D&D considers everything in terms of "I do this. Now, I do this. Now, I do that." It's "at ground level" for the most part. Everything happens in the same kind of sequential order as it would be if you were making an avatar do it in a video game. Other games that are more outcome-based gloss over stuff. The outcome is what's important, so you get mechanics like Let it Ride, where a single success on a stealth roll covers an entire scene worth of sneaking past guards. But then you're removing yourself from the avatar-based interaction and turning the sneaking into a "cut scene,"* to continue the video game metaphor. The content of the cut scene depends on the die roll, not on the success or failure of specific actions. So in that sense the die roll is a meta-game mechanic that determines which cut scene follows, while a series of tasks that succeed or fail builds a scene in-game, without the cut scene taking over the action.

* The cut scene might look like, "Okay, your sneak roll succeeds. You sneak into the enemy base, past a couple of guard posts, keeping to the shadows along the way. Timing your movements, you manage to slip in through a door while a guard was looking the other way. You're now in the inner courtyard. What do you do?"
If the player's intent is to have their PC betray an NPC, you don't bother playing out the negotiation... you play out the betrayal scheme. I.e., you're not dicing to resolve whether the NPC agrees to a deal the PC will later break, you're dicing to resolve whether the PC pulls off the double-cross. The stakes involve whether the NPC figures out what your PC is going to do.

Otherwise, you've sort of got the equivalent of playing out a combat, seeing your PC get killed, and then saying, "Crud! Okay, my PC doesn't do that. Instead of fighting the orcs, he goes to the tavern."

This is drifting the thread, though, so I apologize. :)
I like Burning Wheel, and the Duel of Wits. This isn't Burning Wheel, though. This sort of thing might not actually be appropriate for D&D at its most basic, for reasons I mention in my previous post. I don't see any reason why the game couldn't be set up with multiple options for social encounters, ranging from D&D's task-based system to BW's outcome-based system. I don't suppose it would take that much room in the DMG to add in some options along those lines. I know that I'll be rewiring the social encounters system in 4E to suit my own tastes. Since I'll be teaching the new system to my group anyway, I might as well teach them a social encounter mechanic that I like if the default is underwhelming.

Edit:

And actually, your last example there is a bit off the mark. More like, the Duel of Wits system feels like it would interface with D&D like this:
Players: "I wager my life against killing these orcs and getting their treasure."
*die rolling*
DM: You succeed. You get the treasure and the orcs are dead.
Players: Um, yay?

A bit oversimplified, but it points out that D&D is a task-based game, not an outcome-based game. Besides, in real life you can decide to cheat if you think you'll get away with it, and I don't see anything wrong with D&D simulating that in the terms I laid out above.
 
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Dragonblade said:
Totally different. Combat, falling, even failed saves vs. spells etc. These are things that HAPPEN to my character.

Fear and sanity checks are the designers telling me how to PLAY my character. Its a subtle distinction but an important one.


Getting scared, insane or tricked are ALSO things that happen to your character. Incidentally, falling down a pit or dying are also things that tell you how to play your character. Once you're dead, you typically cant state what your character does...
 

As was leaked earlier, the BEST thing about the Social Combat rules are they are officially "Optional".

I'd love if they did that to every rule, but hey...
 

ainatan said:
I think it's gonna be more of a guidelines to DM to build social situations. The tools are already there, skill checks.

Sort of like I do now, minus the wasted pages stupid diplomacy results in the book.

I guess I could deal with that. I don't like bossy rules, but I do prefer something to work on
 

howandwhy99 said:
As was leaked earlier, the BEST thing about the Social Combat rules are they are officially "Optional".

I'd love if they did that to every rule, but hey...

Yeah that is nice and as such in-game I am thinking to save time and so no very strange oddities take place.

Any social encounters where it is highly likely the PCs would succeed then I will view it as they will most likely succeed if they RP-well.

If however they need to be more forceful (interrogation) but they most likely will still succeed I am going to "Take 10"

Finally in social encounters where I am unsure how they would do/is above their normal social-capabilities I am just gonna go by the rules.
 

Dr. Awkward said:
My terminology. I mean that as a task-based game, D&D considers everything in terms of "I do this. Now, I do this. Now, I do that." It's "at ground level" for the most part. E

You make good points. Unfortunately I think social task resolution systems will never be optimal.

It seems you end up with either the 1-sided challenge or the DM as controller issue.

Both of which seem to be problematic.
 

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