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Your thoughts on "Social Combat" systems
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<blockquote data-quote="loverdrive" data-source="post: 8161262" data-attributes="member: 7027139"><p>I think the main problem with all this discussion is pretty simple: "social combat" is a tool, which should be used when it's necessary. Like, you can attack and deal damage to a wooden door in D&D, but you probably don't need to roll for initiative for it.</p><p></p><p>In Fate (system with the best rules for social/mental conflicts), there are three sub-systems that are more complex than a simple dice roll: <strong>Challenges </strong>(when characters want to achieve something dynamic and/or complicated), Contests (when two or more characters compete for the same goal) and <strong>Conflicts </strong>(when two or more characters can and want to directly harm each other).</p><p></p><p>So, let's focus on Conflicts. Just as I said previously, Conflict happens when characters want to <em>hurt</em> each other. So, two bastards swinging barstools and broken bottles at each other are in conflict, but two friends rolling in the snow aren't. Or the climactic match in Rocky 1 isn't a conflict, but match with Drago probably is.</p><p></p><p>The same with social interactions: a married couple disagreeing about a place for summer vacation isn't in Conflict (or, at least, yet), but a married couple in a heated argument that's going to end in a messy divorce, where words like "You're one ugly nasty fat cow just like your whore of a mother and the only reason I've married you was because I knocked you up, and, by the way, I banged your sister at our wedding night" is definitely a Conflict.</p><p></p><p></p><p>Using Conflict rules when people don't want to actually hurt each other makes no sense -- there's nothing to "attack" and "defend" against -- and that's exactly the reason why you shouldn't use them for such cases. Just like you shouldn't roll for initiative when the PCs trying to break down a wooden door.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 8161262, member: 7027139"] I think the main problem with all this discussion is pretty simple: "social combat" is a tool, which should be used when it's necessary. Like, you can attack and deal damage to a wooden door in D&D, but you probably don't need to roll for initiative for it. In Fate (system with the best rules for social/mental conflicts), there are three sub-systems that are more complex than a simple dice roll: [B]Challenges [/B](when characters want to achieve something dynamic and/or complicated), Contests (when two or more characters compete for the same goal) and [B]Conflicts [/B](when two or more characters can and want to directly harm each other). So, let's focus on Conflicts. Just as I said previously, Conflict happens when characters want to [I]hurt[/I] each other. So, two bastards swinging barstools and broken bottles at each other are in conflict, but two friends rolling in the snow aren't. Or the climactic match in Rocky 1 isn't a conflict, but match with Drago probably is. The same with social interactions: a married couple disagreeing about a place for summer vacation isn't in Conflict (or, at least, yet), but a married couple in a heated argument that's going to end in a messy divorce, where words like "You're one ugly nasty fat cow just like your whore of a mother and the only reason I've married you was because I knocked you up, and, by the way, I banged your sister at our wedding night" is definitely a Conflict. Using Conflict rules when people don't want to actually hurt each other makes no sense -- there's nothing to "attack" and "defend" against -- and that's exactly the reason why you shouldn't use them for such cases. Just like you shouldn't roll for initiative when the PCs trying to break down a wooden door. [/QUOTE]
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