zarionofarabel
Hero
Well, what happens when the PCs lose in combat?One of the sticking points is what happens when the players lose?
This example only holds up in games where the GM builds combat encounters to be "balanced" against the PCs abilities. If this is not the case then combat encounters are almost always asymmetrical in that one side or the other has a distinct advantage.For example in the example I gave the system is symmetrical, like in combat.
It depends on the system. In Burning Wheel's Duel of Wits the players would agree to abide by the results of the duel. So if the NPC is trying to convince the PCs of something and they win the conflict, then the PCs are convinced. The same can be said of a combat system though, if the PCs are defeated the players don't get to simply decide the PCs win, right?So if the PC is trying to convince the NPC that the Orc Army is a threat that must be stopped, and the NPC is arguing that it's really just some localised raids and nothing to get worked up about, then is the PC is now convinced the NPC is right.? A lot of players would balk at that.
In most cases I've encountered in a game this is the most likely outcome as NPCs are generally the "target" of a social conflict.You could possibly not play it that way and say that a loss for the PC side just means there's no further progress to be made.
Same goes for combat. D&D models combat very differently than Mouse Guard, or Mythras, or Cortex Prime. In fact, in Mouse Guard combat encounters and social conflicts are resolved using the same system.But that highlights one of the other issues with complex systems for resolving social situations - they often model the particular type of social interaction the author had in mind at the time of writing.
The same can be said of combat systems.For example consider the following forms of social interaction:
- Trying to convince the king to take some action in an audience chamber.
- As above but with some of this advisors arguing against you.
- Carrying out a formal political debate to sway a crowd or just to make your opponent look foolish.
- An interrogation.
- Two people engaged in a political negotiation both trying to get concessions from the other side.
- A seduction.
Basically you have to deal with situations which are symetrical in power vs those that highly aysmetrical, plus you have to deal with situations where the target of your actions is the person you are interacting with vs when in fact it is a third party, and you also have to decide whether you want, and how to implement, any symetry in outcomes for PCs and NPCs. And part of the issue of course is that any system that can handle all of the above easily, doesn't necessarily handle any of them with a satisfying level of detail.
I don't think making a social conflict system is any harder than making a combat system, in fact it may be easier as most I've seen are much less detailed than combat systems.It's not that it's impossible - it's just that it's a lot harder then making a combat system. My experience too is that these systems need a lot of stress testing. A lot of them look really good on paper because you can see exactly the sort of thing there trying to model and they work for that - it's just when you take them out in the wild and actually use them you tend to find you basically have to do a lot of individual reworking to fit particular situations that arise in game.
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