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Your thoughts on "Social Combat" systems
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<blockquote data-quote="Don Durito" data-source="post: 8160217" data-attributes="member: 6687260"><p>This presumes you care about their respect and that winning an argument is important enough to model with a set of mechanics - which of course it can be - but doesn't usually tend to be the case in D&D.</p><p></p><p>But you could definitely run a game in some kind of fantasy city state republic where public debates are a thing and PCs may involve themselves in the political life of the city. In this case losing the respect of the audience would be important.</p><p>I can recall two examples of such systems, I believe, from the D20 era. One was the Messantia box set for Conan D20 and the other was one of the Atlas games Penumbra hardcovers focused on intrigue.</p><p></p><p>(I couldn't recall if either of them were any good, mind - so much stuff from that era was just written to provide content with little playtesting).</p><p></p><p>I think this relates to the point I was trying to make earlier. Unless you're happy with a system that resolves all conflict in mechanically identical ways like Fate, it's difficult to come up with a social system that isn't highly specific to a particular kind of social interaction.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 8160217, member: 6687260"] This presumes you care about their respect and that winning an argument is important enough to model with a set of mechanics - which of course it can be - but doesn't usually tend to be the case in D&D. But you could definitely run a game in some kind of fantasy city state republic where public debates are a thing and PCs may involve themselves in the political life of the city. In this case losing the respect of the audience would be important. I can recall two examples of such systems, I believe, from the D20 era. One was the Messantia box set for Conan D20 and the other was one of the Atlas games Penumbra hardcovers focused on intrigue. (I couldn't recall if either of them were any good, mind - so much stuff from that era was just written to provide content with little playtesting). I think this relates to the point I was trying to make earlier. Unless you're happy with a system that resolves all conflict in mechanically identical ways like Fate, it's difficult to come up with a social system that isn't highly specific to a particular kind of social interaction. [/QUOTE]
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