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Necessity of a Social Negotiation System? – When Should It Be Relevant?
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<blockquote data-quote="aramis erak" data-source="post: 9632582" data-attributes="member: 6779310"><p>When other participants would be bored by the in character roleplay eating a chunk of session.</p><p>I get fed up with "bypass my having dumpstatted Cha by BSing the GM" types.</p><p>I get bored when players insist on long in-character negotiations in 1st person mode. </p><p>I, as a GM, want to know...</p><ul> <li data-xf-list-type="ul">What is your goal?</li> <li data-xf-list-type="ul">What evidence are you using as a tool/asset?</li> <li data-xf-list-type="ul">Is your character capable of actually doing that?</li> </ul><p>As a player, if I'm not contributing to the social scene, I want that scene to be short. If I am, I've a little more patience.</p><p></p><p>A simple statement of each side, and a roll off, works when it's low stakes. For serious stakes, a formal social conflict system, such as Dune, Burning Wheel or FFG L5R 5 have is more fun. Make your statement, maybe get a mod, make a skill roll, and note that it represents X minutes of agrument.</p><p></p><p>Simple interactions with low stakes and no challenge to anyone's beliefs.</p><p>So, no haggling with the gate for the pfennig-pro-Fuß Gatesteuer (apologies for bad Deutsche)</p><p></p><p>A given roll requires 1-3 sentences that are suited to the audience to get a bonus on the roll; if they are opposed to the belief, you might get a penalty.</p><p></p><p>Also, social conflict <em><u>isn't changing their beliefs</u></em> <em>most</em> of the time. (In BW/BE/MG, it can.) </p><p></p><p>Nor is it mind control. Well, in Dune, and sometimes in Trek, it can be... but not in Mouse Guard. My NPCs have beliefs as strong as PCs do... you can at best get them to back down from acting on them... unless you're willing to risk your own. The Voice makes breaking the imposed cost extra metacurrency in Dune; it also is literally mind control. And there are several telepathic species in Trek, and we know even Spock can impose his will over an unwitting victim (TOS:<em><u> A Taste of Armageddon</u></em>; <em><u>ST IV: The Voyage Home</u></em>) And of course, in TOS: <em><u>Plato's Stepchildren</u></em>, we see Kirk, Spock, and Uhura get puppetted.</p><p></p><p>And I make it clear to players that losing means having to obey the resulting temporary trait. If you put changing the target's belief as the goal in MG/BW/BE, I'm likely to require you to wager yours... If players are comfortable with playing imposed beliefs, so am I. I don't usually open with them... but I'll go there if players are willing.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9632582, member: 6779310"] When other participants would be bored by the in character roleplay eating a chunk of session. I get fed up with "bypass my having dumpstatted Cha by BSing the GM" types. I get bored when players insist on long in-character negotiations in 1st person mode. I, as a GM, want to know... [LIST] [*]What is your goal? [*]What evidence are you using as a tool/asset? [*]Is your character capable of actually doing that? [/LIST] As a player, if I'm not contributing to the social scene, I want that scene to be short. If I am, I've a little more patience. A simple statement of each side, and a roll off, works when it's low stakes. For serious stakes, a formal social conflict system, such as Dune, Burning Wheel or FFG L5R 5 have is more fun. Make your statement, maybe get a mod, make a skill roll, and note that it represents X minutes of agrument. Simple interactions with low stakes and no challenge to anyone's beliefs. So, no haggling with the gate for the pfennig-pro-Fuß Gatesteuer (apologies for bad Deutsche) A given roll requires 1-3 sentences that are suited to the audience to get a bonus on the roll; if they are opposed to the belief, you might get a penalty. Also, social conflict [I][U]isn't changing their beliefs[/U][/I] [I]most[/I] of the time. (In BW/BE/MG, it can.) Nor is it mind control. Well, in Dune, and sometimes in Trek, it can be... but not in Mouse Guard. My NPCs have beliefs as strong as PCs do... you can at best get them to back down from acting on them... unless you're willing to risk your own. The Voice makes breaking the imposed cost extra metacurrency in Dune; it also is literally mind control. And there are several telepathic species in Trek, and we know even Spock can impose his will over an unwitting victim (TOS:[I][U] A Taste of Armageddon[/U][/I]; [I][U]ST IV: The Voyage Home[/U][/I]) And of course, in TOS: [I][U]Plato's Stepchildren[/U][/I], we see Kirk, Spock, and Uhura get puppetted. And I make it clear to players that losing means having to obey the resulting temporary trait. If you put changing the target's belief as the goal in MG/BW/BE, I'm likely to require you to wager yours... If players are comfortable with playing imposed beliefs, so am I. I don't usually open with them... but I'll go there if players are willing. [/QUOTE]
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