[Let’s Study: Star Trek Adventures] Part 7a: Social Conflict

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Welcome back! Today, I’m working on a tight deadline today so I’m going to be breaking up the coverage of Chapter 7: Conflict into two parts. This article will go over the Social Conflict Rules of Star Trek Adventures.

Action Order

Before that however, the chapter goes into a very brief look at determining Action Order for Conflicts. Combat will likely use this more than Social Conflict. To put it simply, unless the GM has a reason  to take the first turn, the GM will always choose a PC to start combat.

Once the PC has completed their turn, then the PC will then hand the action to the opposing side, who will choose a character of their own to act next. Alternately, the player may choose to spend 2 Momentum to keep the initiative and hand off the turn to one of their own. Nobody can that side can keep the initiative again until the opposition has taken a turn of their own.

If all characters of one side have taken a Turn, then the rest of the characters on the remaining sides complete their actions in any order. Once all characters have taken their turn, then the action goes to a character on whichever side did not take the last Turn.

Social Conflict

Star Trek Adventures defines Social Conflict as the collective term for Tasks and Challenges that are resolved through deception, diplomacy, bargaining, intimidation and a range of social skills.

To put it simply, Social Conflict occurs when you have two sides, and one wants something from the other. This can be material objects, cooperation or some other commitment.

The basic step is to determine how reasonable the request is. Trivial requests that don’t involve a lot of effort or is within the normal range of activities of the party being asked are likely to be agreed to automatically. Likewise, requests that are of considerable effort or which is completely contrary to the normal activities of the person being asked are likely to be refused automatically.

For those requests that fall in between however, will likely require a Persuasion Task to convince the party to take action in your favor. The Difficulty of the Task is determined by the GM.

Social Tools

To help a character when performing a Social Task, they can rely on a number of Social Tools, or approaches that they can utilize to alter the circumstances and context of the request to move things in their favor.

The Social Tools as outlined by the book are: Deception, Evidence, Intimidation and Negotiation.

Deception requires an Opposed Task, where the acting character attempts to implant a lie to the target. If successful, then the party being lied to receives a Trait, which represents the lie that they know believe to be true. This will color any future Persuasion Tasks made to convince them to undertake a given course of action.

Evidence is the straightforward approach of providing evidence to support your request. This is normally automatically successful, but if the recipient is expecting deception, then this may require further Tasks to convince them of its authenticity. That said, each piece of evidence is a Trait that represents a fact proven true.

Intimidation clearly requires an Opposed Task, with difficulties determined by the relative strength of both sides. It’s easier to intimidate someone from a position of obvious strength or superior numbers. A successful intimidate attempt imposes a Trait on the target, representing their fear of the threat.  Like deception, this can then be leveraged to make successive Persuasion Tasks easier, or even possible.

Negotiation is the most equitable of the the Social Tools, and requires that both parties offer something in exchange for what they want from the other.  This is represented mechanically by creating an Advantage to represent the favorable side and a corresponding Complication to represent the cost of the offer.

All of these social tools can be used in combination with each other, such as utilizing Deception first to convince another party that you have something that you really don’t, then Intimidating them with it.

Take note that Social Conflict is not always reduced to a single roll. In making it a Challenge, the game can then have a protracted series of Tasks as both sides work on getting the other to submit to an agreement that is more favorable to one side than the other.

I’m glad they put in a Social Conflict system in Star Trek Adventures. If anything, given all that Starfleet stands for, it would be remiss for them to not acknowledge that talking things out is the preferred first step of the Federation.

That said, the use of Traits, Advantages, Complications are in full swing in these mechanics. I like how they provide a means by which you can leverage your arguments, and are forced to take on different approaches to get what you want, while fending off the attempts of the other party to render your efforts useless. Tracking Traits and Advantages might be an issue, but I’d need to play through it to really get a feel for things.

In my next post, I’ll be moving on to the rules governing Combat.

2 comments

  1. I think this is a strong point of the rules. Reminds of the old James Bond 007 RPG by Victory Games back circa 1983, where they had defined tasks for persuasion, even seduction. These mechanics give good tools to incorporate role play and interaction as tangible factors in determining social interaction.

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