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General Tabletop Discussion
*TTRPGs General
Social "hit points" and mental attributes used for "social combat?"
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<blockquote data-quote="1Mac" data-source="post: 5017098" data-attributes="member: 48998"><p>Spycraft 2.0 has a bunch of subsystems for social combat based on the chase mechanic they developed in Spycraft 1.0. I haven't tried them, but they seem a little too mini-game-y to me.</p><p></p><p>My impression is that a lot of indie games blur the distinction between physical combat and other kinds of challenges, including social encounters. Risus is a pretty simple implementation of this idea.</p><p></p><p>Speaking of Burning Wheel, you can check out the Duel of Wits rules for free <a href="http://www.burningempires.com/catalog/product_info.php?cPath=27&products_id=39&osCsid=c65382efca1bce4afde9038879896cbb" target="_blank">here</a>, though they only make a little sense to me, since I don't know the basic rules.</p><p></p><p>In general defense of social encounter rules: I GM'd a game with a great social roleplayer. The final encounter of the campaign involved a trial wherein the PCs accused an important noble of treason, and the back and forth between us was excellent. I realized, though, that I needed to wrap the encounter up or it would go on forever, so I called for a Diplomacy check. All that, leading to a single die roll, was very anticlimactic (and reminded me of <a href="http://www.shamusyoung.com/twentysidedtale/?p=1293" target="_blank">this</a>). Maybe I could have handled it better, but I thought that some sort of mechanical support that would divide the encounter into discreet, intuitive, testable checks would have made the encounter better, without losing the great roleplaying that happened.</p></blockquote><p></p>
[QUOTE="1Mac, post: 5017098, member: 48998"] Spycraft 2.0 has a bunch of subsystems for social combat based on the chase mechanic they developed in Spycraft 1.0. I haven't tried them, but they seem a little too mini-game-y to me. My impression is that a lot of indie games blur the distinction between physical combat and other kinds of challenges, including social encounters. Risus is a pretty simple implementation of this idea. Speaking of Burning Wheel, you can check out the Duel of Wits rules for free [URL="http://www.burningempires.com/catalog/product_info.php?cPath=27&products_id=39&osCsid=c65382efca1bce4afde9038879896cbb"]here[/URL], though they only make a little sense to me, since I don't know the basic rules. In general defense of social encounter rules: I GM'd a game with a great social roleplayer. The final encounter of the campaign involved a trial wherein the PCs accused an important noble of treason, and the back and forth between us was excellent. I realized, though, that I needed to wrap the encounter up or it would go on forever, so I called for a Diplomacy check. All that, leading to a single die roll, was very anticlimactic (and reminded me of [URL="http://www.shamusyoung.com/twentysidedtale/?p=1293"]this[/URL]). Maybe I could have handled it better, but I thought that some sort of mechanical support that would divide the encounter into discreet, intuitive, testable checks would have made the encounter better, without losing the great roleplaying that happened. [/QUOTE]
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