Social Simulation
Hi all!
Here's my take on this issue. For you RPGnetters out there, my apologies for reinflicting the "social simulationist" rant on you in yet a new venue.
First, let me lay out the groundwork on my game design terms of criticism. There are five primary areas of conflict in RPGs; we'll call the the five "S"s:
1)
Swordplay (ie: combat related challenges)
2)
Survivalist (ie: althetic or wilderness related challenge)
3)
Stealth (ie: sneaking, breaking & entering related challenges)
4)
Snooping (ie: knowledge and investigation challenges)
5)
Social (ie: diplomacy and influencing people type challenges)
Each of these types of challenge ought to be given an equal scope of mechanical facilitation with adequate technique of implementation in the core rules of a game. With each set at an equivalent value, the players may design their characters with the knowledge that their "currency" (ie: ability scores, skill ranks, class types, etc.) purchases an equal ammount of "in play" influence.
Problem #1: D&D and much of d20 does not create a system of task resolution with equal
granularity between challenge types. It does very well at implementing "combat" related challenge. It's decent at "steal" and "survival." It's poor at "snooping" and "social." How do you run a combat? Well, the rules are offered in loving detail. How do you run a debate? Umm, you roll an opposed Diplomacy check between participants.
Whereas combat has numerous factors and modifiers, from equipment lists to tactical advantages of terrain, social challenge is given a bland one roll pass/fail resolution system. The game dumps the burden of presenting exciting social challenge upon the GM and her players, rather than offering deep facilitation.
This leads to:
Problem #2: Dramatist vs Gamist conflict in style of play (or Roleplay vs. Rollplay, to use the more denigrating terminology.) In the genre of rpg, there are many styles of play, which focus on different elements of play style. The one that seems to be problematic in social simulation is one of "stance."
There are many types of stances that come into play in the average game session, from actor-immersive to actor-token to author to audience-interactive to audience-silent. In stereotypical depiction, gamist players approach their characters as tokens to move through a conceptual wargame, while dramatist players go the "immersive" route as if an rpg was just an opportunity for impromptu acting.
There's nothing wrong with either style, but a group may contain players with different approaches to stance. When these stylistic preferences come into conflict, the system needs to be robust enough to handle it. The "dramatic" incorporation of resolution modifiers and implementation of extended tasks could be of assistance to both types of players, but D&D offers little assistence.
Moreover, this compounds with:
Problem #3: "Currency" and narrative control. When a player creates a character, she's allocating her resources (ie: "currency") to "buy" a story type. When these resources are allocated, she's expecting to see her character's investmant make appropriate returns at these situations. It's a passive form of narrative control.
When a GM then betrays this investment through scenario design or whimsical task adjudication, it's upsetting to the character. For instance, the player creates a tough and surly combatant, but the GM then places the party into endless intrigue conflicts that involve no combat at all, session after session. Obviously, the player invested in a combat "market" and becomes disgruntled when it doesn't pay off.
This is equally as true for the situation when the character is a social expert, yet the GM always determines the resolution based upon whimsy; buying social expertise through the mechanics becomes an empty investment. In both of these situations, the GM has betrayed player expectations.
(OFF TOPIC) D&D has the merits and flaw built into the class structure. For instance, with their low hit points and BAB, all wizards are assumed have the "Low Pain Threshold" and "Combat Inept" flaws, while they gain the "Ally: Familiar" and "Strong Will" merits. In relationship to the main topic, all rogues and bards are assumed to have access to the "Persuasive" advantage, which gives them an advantage in social challenge if they choose to "buy" it with their skill points.
Altering this balance by granting greater access to social skills may result in odd balance factors, especially if social challenge is a small part of your campaign. Think of playing a bard, where not only are you inferior in combat, but even during social challenge the fighter and wizard are nearly as competant as you. Not too fun, eh?
Well, that's enough of the rant for now. Obviously, there are other problems involved, but it's my opinion that the root of it all can be traced back to the core rules and it's lack of a robust system for social challnge.
Note: this problem is being remedied in d20 supplements, such as Spycraft, Fading Suns, and the most excellent
Dynasties & Demagogues which nearly kills the "social simulationist" rant.
In any case, thanks for reading.
---Merova