Are Rules for Resolving Social Interaction Necessary?

Today’s late post is brought to you by the fact that I needed to go get my eye examined. After the laser surgery I underwent last year, it seemed that my left eye still retained a few anomalies that needed a bit of observation and eventually another operation to fix. It’s tentatively scheduled for next month, March 17th. Hopefully that would mean that I would finally get my full 20/20 vision in both eyes.

With that out of the way let’s proceed to today’s topic:

RPGs are traditionally very detailed when it comes to combat. Pacing, maneuvers, combat distances, cover, concealment, visibility and weapon stats that border on fetishism litter most rpgs. While I have nothing against this kind of detail since combat seems to be the most dominant and common mean of creating conflict in a game, there is some concern with regards to the use of rules when it comes to resolving a different kind of conflict.


There are usually two camps with regards to the implementation of Social Rules in an RPG. One side says that it’s unnecessary, and that social situations are resolved purely by roleplay. Another camp insists that social situations should not be divorced from the system, instead relying on dice and skills to dictate just how a given character should respond to social stimulus.

The disadvantage of the first is it discriminates against players who don’t have the social aptitude to play their characters. A shy, or otherwise not quite so adroit individual may have issues with coming up with a snappy comeback, or a stellar means to outwit his opponent even when his character may be designed to be wittier than the entire cast of “Whose Line Is It Anyway?”

The disadvantage of the second is that it may eventually become a crutch to players who are unwilling to roleplay at all, instead preferring to skip over the “boring talk” and get to the fight already. When prompted by the GM, these guys just look up the stat, roll the dice and then go “There. I bluff to make him think we’re ordinary citizens. Okay?”

Once again I think this particular issue falls towards group dynamics. Depending on the players involved, those who have issues articulating themselves should be allowed to use the roll option to augment their arguments, however ineloquent. Meanwhile, players who prefer to just roll the dice could be encouraged even just a little bit to roleplay their characters if you associate any attempt to speak in character with a bonus to their die rolls, or even free experience for a particularly impressive comeback. This way, you retain the advantages of both schools of thought, without the need to fall into one side or the other.

—-

There is however an interesting manifestation of social rulesets I’ve seen in Exalted 2nd Edition, known as Social Combat. From what I understand, Social Combat is conducted like regular combat, except with the use of social stats, and the odd bit of roleplay to simulate stunts to add dice. While it looks nice, I’m still wondering if this is something I can actually use. I applaud the fact that by adding this mechanic, Exalted sort of evens the playing field between the Invincible Sword Princess types to the Crafty Social Butterfly types… but something still bothers me.

The fact that it is resolved in a similar fashion to regular combat tends to take the tempo and organic nature of conversation. Instead, both parties are seemingly reduced to taking turns making statements and arguments and rolling dice, not quite unlike formal debates. Perhaps I will need to read more into it and perhaps conduct a game or two to see how it works in play, but I suspect I will probably retain the Social Combat Mechanics.

4 comments

  1. Maybe you should check out the Romance of the 3 Kingdoms X and XI.

    They have Social Combat there in the form of their DEBATE SYSTEM.

    Wherein, 2 characters would debate, each would stand a pillar of stone, in the middle of the ocean.

    Surrounded by beautifully rendered 3-D background.

    You use “Cards” to simulate Social Combat.

    *pilfered from GAMEFAQS.com*
    ( http://www.gamefaqs.com/console/ps2/file/934129/49611 )

    ———–
    10. Debates
    ———–

    Unlike duels, debates are only 1 vs. 1. Debates are based on Int and whoever
    drops the other officers “Psyche Bars” to 0 is the winner.

    Each officer starts on a rock platform, which slowly crumbles down as you loose
    the pysche bar. You get debate cards which determine how you attack. They are
    completely random, and how good and how many you get depends on your Int.

    There are three types of debate cards, Logic, Time, and Fact. All of them are
    numbered 1-3. Three being the most powerful and 1 the least. Each officer must
    follow the “Topic” which is displayed on the top center of the screen. So if
    the topic is logic, a Logic card is the best to be used. If you don’t use the
    topic card then a Logic 1 could be a Fact 3, because it isn’t the topic on
    hand. If the number is the same with the same card type, then it is a draw and
    you continue with the next turn. If both choose a card that doesn’t follow the
    topic, the winner of those will change is to that topic.

    If you find yourself without a card that matched the topic, you can Renew and
    get a fresh set of cards. You can only do this once, unless your platform
    crumbles down, then you’ll be able to use it again.

    The most powerful cards are the Guile cards, which are special strong cards.
    Each has it’s own power or strategic purpose.

    +Bellow- Silence your opponent and say your piece. The strongest Guile.

    +Sophistry- Confuse the issue. This will change the current topic.

    +Ignore- Ignore your opponent (Ignores all guiles) Increases opponents anger.

    +Settle- Settle your opponent and decrease their anger.

    +Frenzy- Increase your anger.

    If your opponents anger fills all the way, the opponent will go into a Furious
    state. The effects of becoming Furious depends on the personality of the
    officer. A Timid officer will attack with all his cards one after the other. A
    Bold character becomes invincible to everything but Bellow and Ignore. A Cool
    character will be able to renew every turn and becomes invincible to guiles. A
    Reckless character will unleash a powerful yell which will do great damage.

    The Settle card while nice on it’s own, if in your inventory, will be used
    automatically when your opponent becomes Furious and will cool him from his
    Furious state. While the Frenzy card you will become Furious yourself when your
    opponent does AND cancel his Furious state.

    ———-*end pilferage*————————–

    Awesome, yes?

    They should make a CCG out of this. xD

  2. I guess what Exalted 2nd ed was going at was to simulate the epic scope of the exalted series. These are encounters likened to demigods and goddesses trying to outwit the generals of hell itself. Over the top of my head, i can think of a few examples:

    ———–

    In Sandman “Preludes and Nocturnes”, Dream walks and challenges the entirety of Hell – in a contest of wit for the ownership of one of his three ‘artifacts’ The resulting social combat is so witty that it would be near impossible to roleplay this kind of stuff ingame without social combat mechanics. If ‘most’ players try to mimic it, the result would be relatively clumsy… and maybe even silly.

    In J.R.R. Tolkien’s Children of Hurin, Finrod Felagund fought Sauron with a battle of song (wierd, I know) which was considered an epic and godly battle. Singing in a roleplaying game, more less singing ‘against’ each other, when you are not a Mariah – will get you killed. If not by the GM, by ME. So yes, please use the Social Combat mechanics in these instances as well.

    In Ancient Greek myth, Orpheus travelled to the Underworld and played his harp to the stone hearted Persephone – and succeeded in making her return his wife back to life. Playing a musical instrument and making a skill roll for it would be ridiculously simple in this aspect… But to simulate the epic scope of what Orpheus did, maybe a Social Combat could be initiated here, between musician and critic.

    ———-

    But these are exceptions and not the rule. Mundane stuff like persuading an NPC for the people’s freedom should be roleplayed – else the soul and the feel of a supposedly “emotional” and “heated” argument would effectively be quelched. Plus… that would just weed out Creativity, wouldn’t it?

    Just my opinion and two cents.

  3. Oh! And to add to rv’s list of epic battle of wits and wittiness, we must not forget to trials and tribulations of the epic struggle of PHEONIX WRIGHT!!

    Where else can you find witty lawyers that spout retorts like:

    -witness gives conflicting testimony, given the evidence at hand –

    “It’s time to buy yourself a new excuse.”
    “Oh? Excuses not on sale today?” *chin rub*

  4. RV,

    Hmm… good point. I suppose the mechanics could step in to abstract exchanges in which both the player and the gm are unable to accurately portray the parts.

    Hikkikomori,

    Sadly, I did find a way to convert Phoenix Wright to the Social Combat rules. I just never got around to writing them up :p

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