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The Dresden Files => DFRPG => Topic started by: devonapple on December 07, 2010, 08:17:26 AM

Title: Social Conflicts Like Pulling Teeth
Post by: devonapple on December 07, 2010, 08:17:26 AM
I'm having a hard time running Social Conflicts. It may simply be that the players haven't prioritized Social skills, but whenever I have an NPC who needs to be won over with social graces, the game just bogs down: the players roll poorly, and end up having to squander Fate Points. Any good threads, resources, or words of advice?
Title: Re: Social Conflicts Like Pulling Teeth
Post by: Wyrdrune on December 07, 2010, 08:30:02 AM
i am not always doig it as conflicts... if the players think they are witty or suave enough, they play it out.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: Papa Gruff on December 07, 2010, 02:31:24 PM
We are handling it along with the normal game play. Usually we (or I as the GM) decide that we enter into a social conflict. From there on the normal conflict rules are followed, but instead of just describing actions we integrate the social combat into the normal RP conversation.

Depending on how the skill test for the actions turn out they get reflected in the normal RP. That means, if the socially strong bad guy gets lip from the groups Scion of Heimdal, who fails his direct social intimidation attempt, the bad guy acts accordingly amused or deflects the failed intimidation nonchalantly. If it is his turn in the exchange the bad guy'll probably try to smoothly turn the failed intimidation into an action of his own.

That said, we treat the results of social combat actions as kind of a guideline that governs the social conflict. What ever action is taken has in some way to be part of the RP that is involved. At least to me that's usually great fun. ... Go with the flow ...
Title: Re: Social Conflicts Like Pulling Teeth
Post by: Wolfwood2 on December 07, 2010, 03:27:58 PM
I'm having a hard time running Social Conflicts. It may simply be that the players haven't prioritized Social skills, but whenever I have an NPC who needs to be won over with social graces, the game just bogs down: the players roll poorly, and end up having to squander Fate Points. Any good threads, resources, or words of advice?

Make failure more interesting.  The really nice thing about social conflicts is that it isn't so much game over if you're taken out or concede.  Rather it means you get forced into a social obligation or position you didn't want to be in.

Your players are "squandering" Fate points because they're convinced that they have to win for the plot to progress.  If they elected to lost, they'd _gain_ Fate points.  You might want to tell them, "By the way guys, I'm designing some of these social conflicts on the assumption that you'll lose.  I mean, if you decide you want to pull it out and win that's your call and I'll deal, but if you want to let yourselves get talked into a sticky situation, that's just fine with me."

Your NPC doesn't "need" to be won over.  It's okay if he's not!
Title: Re: Social Conflicts Like Pulling Teeth
Post by: devonapple on December 07, 2010, 03:56:00 PM
In this case the challenge was getting a suspect's mother to trust them enough to admit there was something suspicious going on with her son, and with that trust, some clues would come. She had the aspects Concerned Mother and Keeping Up Appearances.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: devonapple on December 07, 2010, 04:07:42 PM
Should that have been a simple test, or completely uncontested?
Title: Re: Social Conflicts Like Pulling Teeth
Post by: noclue on December 07, 2010, 04:24:16 PM
With two aspects like that your PCs are going to need to be pretty damn convincing to talk her into dropping dime on the kid. Are they that convincing? If not, looks like they're going to need to find another way.

Maybe they should have tried to convince her that the kid needed saving and spent a fate point for a compel of "Concerned Mother."
Title: Re: Social Conflicts Like Pulling Teeth
Post by: devonapple on December 07, 2010, 04:25:20 PM
Also, my PCs are commonly going around all together to interview people.

In the case of dealing with a reticent, intimidating but socially inclined opponent (such as, say, a Sphinx), should their "targets" be rolling their Social attacks against all the players at once (for example, rolling an Intimidation check against everyone at the beginning and dealing Social stress if the players fail their Defense rolls) or does any attack against a group need to be split like a Spray attack in a gunfight?

Just thought of this: should the opponent instead be using the Intimidation check as a social maneuver to set an environmental aspect Intimidating which can then be tagged for free in an appropriate later social exchange with whichever player it likes?
Title: Re: Social Conflicts Like Pulling Teeth
Post by: devonapple on December 07, 2010, 04:28:05 PM
With two aspects like that your PCs are going to need to be pretty damn convincing to talk her into dropping dime on the kid. Are they that convincing? If not, looks like they're going to need to find another way.
Maybe they should have tried to convince her that the kid needed saving and spent a fate point for a compel of "Concerned Mother."

It's true! I was waiting for them to use an Empathy assessment to discover that Aspect and tag it, but it never happened. Their Empathy checks are pretty low, and the one guy with a decent Empathy rolls terribly.

At one point, they tried an appeal that SHOULD have targeted the Concerned Mother Aspect, had they known about the Aspect. Should I have given them the +2 or asked for a Fate Point for it to work, even though they didn't Assess the Concerned Mother aspect? Treat it as a Guessed Aspect?
Title: Re: Social Conflicts Like Pulling Teeth
Post by: Wolfwood2 on December 07, 2010, 04:34:27 PM
Also, my PCs are commonly going around all together to interview people.

In the case of dealing with a reticent, intimidating but socially inclined opponent (such as, say, a Sphinx), should their "targets" be rolling their Social attacks against all the players at once (for example, rolling an Intimidation check against everyone at the beginning and dealing Social stress if the players fail their Defense rolls) or does any attack against a group need to be split like a Spray attack in a gunfight?

I would let them hit the whole group at once, even though that's probably not technically correct by the rules.

That said, I don't think that "interviewing" people should be a constant flood of full-scale social conflicts.  If the other party doesn't want something from your PCs as well, it's not much of a conflict and better settled with a single roll.

Whenever you go into a social conflict, you need to have a goal for the opposing part if the PCs lose.  Preferably a more exciting goal then, "I want them to go away."  If they don't have a goal of their own, it's probably better a single roll than a conflict.

Quote
Just thought of this: should the opponent instead be using the Intimidation check as a social maneuver to set an environmental aspect Intimidating which can then be tagged for free in an appropriate later social exchange with whichever player it likes?

By thwe way, you're aware that Intimidation can also be prvocation and mouthing off, right?  It doesn't have to be threats.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: devonapple on December 07, 2010, 04:36:24 PM
By thwe way, you're aware that Intimidation can also be prvocation and mouthing off, right?  It doesn't have to be threats.

Of course! But I'm sketchy enough on Social Conflicts that its not always easy to remember in the heat of the moment.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: devonapple on December 07, 2010, 04:42:58 PM
Another thought: it is said that the players' Aspect choice determines the type of game and situations they want to see. Should their choice of Skills be factored into it as well?

If an entire group has put minimal effort into Social skills, should Social situations be emphasized less often? Or should they come up whenever reasonable, and simply provide consistently entertaining ways for the players to stumble, fail, concede and get Fate Points?

And if a whole group Concedes against an opponent, would each one get a concession Fate Point?
Title: Re: Social Conflicts Like Pulling Teeth
Post by: Arcteryx on December 07, 2010, 04:46:08 PM
There's Rapport which they can use to chit-chat the mother as well.

I feel your pain with the social conflict aspect of the system.

So far I've been doing a lot of hand-holding, to explain how to go about using the mechanics and their skills to go about things. One of the best tips I read here was to determine the objective of the "social conflict", which helps focus what skills can come into play. In physical conflict that's obvious ("I wanna eat his fskin' ribs for dinner"), sometimes in a social conflict... not as much.

But right now my players and I talk a lot about the mechanics during play, so there's a lot of back and forth on "Well what should I do now" or "Here's an idea..." I've been learning as much about it from them as they are from me.

I'm hopeful that as we all gain experience with it, the system will start to fade into the background.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: devonapple on December 07, 2010, 04:53:06 PM
There's Rapport which they can use to chit-chat the mother as well.

Oh, those rolls were flying, but the best they had was an Average Rapport skill, while the Concerned Mother had a Good Rapport skill.

But right now my players and I talk a lot about the mechanics during play, so there's a lot of back and forth on "Well what should I do now" or "Here's an idea..." I've been learning as much about it from them as they are from me.

We do as well. But with Social Conflicts, it starts to really become uncertain.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: noclue on December 07, 2010, 05:42:57 PM
At one point, they tried an appeal that SHOULD have targeted the Concerned Mother Aspect, had they known about the Aspect. Should I have given them the +2 or asked for a Fate Point for it to work, even though they didn't Assess the Concerned Mother aspect? Treat it as a Guessed Aspect?

Okay, so the answer to this question is really all about what this conflict means to you and what you want from it. I could see asking for a fate point and going with a "Tag for effect." Which gets the mother talking. Can we get info out of her mom doesn't feel terribly grabby, unless you had more you wanted out of mom later. So, what were you hoping for from the conflict?

I have a very social sorcerer in our game and I like to throw around social stress in the middle of battles. For example, I tagged a warden who was part of a group out gunning for us with a "she trusts me" consequence, which I knew was going to come up later and has changed the story in a number of ways (like she started wanting to find out more about us rather than kill us, which led to a soul gaze and an awesome scene last game."
Title: Re: Social Conflicts Like Pulling Teeth
Post by: sinker on December 07, 2010, 06:06:52 PM
Another thought: it is said that the players' Aspect choice determines the type of game and situations they want to see. Should their choice of Skills be factored into it as well?

If an entire group has put minimal effort into Social skills, should Social situations be emphasized less often? Or should they come up whenever reasonable, and simply provide consistently entertaining ways for the players to stumble, fail, concede and get Fate Points?

This is one of those things that you should establish at city creation really. Otherwise you can get groups like the one I had last, where everyone is physically focused except for me...
Title: Re: Social Conflicts Like Pulling Teeth
Post by: devonapple on December 07, 2010, 06:08:41 PM
This is one of those things that you should establish at city creation really. Otherwise you can get groups like the one I had last, where everyone is physically focused except for me...

These players are all Wardens-in-training running amok in San Francisco.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: sinker on December 07, 2010, 06:55:32 PM
Talk to them then. Social conflict can be really fun but if your entire group is used to something else (and/or wants something else) then there's no reason to force it on them.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: devonapple on December 07, 2010, 06:58:47 PM
One thing I failed to do was to establish Social Initiative - I was letting players just throw out options. That may have made it feel like they were throwing balls at a wall, rather than participating in something strategic.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: noclue on December 07, 2010, 08:15:21 PM
I'm not sure how Social Initiative would have helped you? Can you talk more about that?
Title: Re: Social Conflicts Like Pulling Teeth
Post by: devonapple on December 07, 2010, 08:59:08 PM
I'm not sure how Social Initiative would have helped you? Can you talk more about that?

There is a psychological difference between everyone taking actual, regulated turns each exchange, and people just throwing out random rolls hoping for an effect. Having an Initiative would have set some sort of structure over the exchanges, which can help lend more weight to each person's choice. Without Initiative, players were sort of sitting on the sidelines letting one member do most of the talking, rather than participating.

It felt less like a Conflict and more like a horribly misguided Extended Challenge where the opponent occasionally tried to deal Social stress.

And maybe it should have been an Extended Challenge, pitting skill rolls and racking successes and failures, rather than having the interviewee "fighting back" with social attacks. But that's what I was trying to practice.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: devonapple on December 07, 2010, 09:11:17 PM
crusher_bob has an example of Social Conflict (http://dresden-sanfran.wikidot.com/sample-social-conflict) which is a good object study.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: Sanctaphrax on December 07, 2010, 09:50:48 PM
You're probably right about the value of initiative, but it seems to me that you would still have had a problem with it. This is because your group sounds very bad at social combat. Wizardly Discipline and Conviction ought to give them solid defenses, but they need to be able to attack if they want to win. So what you have here is a conflict where neither side can inflict any damage. That'll go badly no matter how well-run the conflict is.

If one of your players has refresh to spare, then maybe you can convince them to take a stunt that lets them attack with Conviction. It's thematically justifiable and would help rather a lot in this situation. Also, a Warden should have a decent Intimidation skill. Perhaps you could have one of their superiors chew them out for not being scary enough.

What I'm trying to say is that your players need to be able to make social attacks if you want to involve them in social combat.

PS: That's quite a good example. I've seen a few of those examples of play around these boards already, and I'm starting to think that a Resource thread with links to all of them would be good idea. Still need a few more examples for a decent thread, though.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: devonapple on December 07, 2010, 09:58:55 PM
If one of your players has refresh to spare, then maybe you can convince them to take a stunt that lets them attack with Conviction. It's thematically justifiable and would help rather a lot in this situation. Also, a Warden should have a decent Intimidation skill. Perhaps you could have one of their superiors chew them out for not being scary enough.

These are 7-Refresh characters jealously hoarding their points to upgrade to full Wizardly power when they reach 8 Refresh, so I'm probably not coaxing a Stunt out of their precious allotment. Your point about the Wardens needing certain skills to be effective Wardens is a wonderful point though. Perhaps 'Warden' could be a written as a specific variant of the Wizard Template, with a few Musts added in, like minimums in Discipline, Lore and Conviction, as well as a minimum in one or more Social skills such as Intimidation, Rapport and Empathy.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: Sanctaphrax on December 07, 2010, 10:13:42 PM
I like the minimum skills for a warden bit, although I wouldn't enforce them strictly. If a player wanted to play a Warden who was somehow incompetent, I'd probably let them.

I'd say that you need at least Good Conviction, Discipline, and Lore to be a full member of the council. Wardens would probably also at least need Good Weapons, Fair Endurance, and either Rapport or Intimidation at Fair.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: sinker on December 08, 2010, 12:18:42 AM
I'd say that you need at least Good Conviction, Discipline, and Lore to be a full member of the council. Wardens would probably also at least need Good Weapons, Fair Endurance, and either Rapport or Intimidation at Fair.

Don't forget investigation!

Of note any wizard always has options in any conflict. Social conflicts? Fire/earth evocations to intimidate. Air/spirit evocations to ridicule/humiliate. Spirit evocations to charm. Of course if you're not careful you can break some laws and some of that can get grey really quick. It's all just a matter of coming up with how you're doing it but in the end it's just an attack spell that does social stress instead of physical stress, or a social maneuver instead of physical, etc.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: noclue on December 08, 2010, 12:46:49 AM
regarding initiative, we're they really in a situation where move order was important? Was the Mother trying to get off a social attack before them? Were the PCs in competition for who would go first?

That's why I'm not sure the situation warranted iniative rolls.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: devonapple on December 08, 2010, 12:59:58 AM
regarding initiative, we're they really in a situation where move order was important? Was the Mother trying to get off a social attack before them? Were the PCs in competition for who would go first?
That's why I'm not sure the situation warranted iniative rolls.

Neither am I. But I suspect that if everyone was asked to act *in turn* then everyone would have *acted in some way* rather than having one person make a few exchanges, get frustrated, then have someone else make a roll, and so on and so on. Nobody dominates the spotlight.  It is an organizational construct to focus and motivate everyone to contribute, however small, rather than fold their arms and wait until an idea comes to mind. So it may not matter turn by turn when each person acts, simply *that* each person acts. Does that make any sense?
Title: Re: Social Conflicts Like Pulling Teeth
Post by: luminos on December 08, 2010, 10:52:04 AM
Yes, use their choice of skills to inform you of the type of game you want.  No, this does not mean you avoid social conflict.  In this case, I'd interpret the skill choice not to mean that they want only one type of conflict, but that they want to approach conflicts so that when everything is on the line, a physical conflict is given weight.  Failure at social conflict will create barriers for their paths, forcing them to take more direct measures to get what they want.  This is good, because it reinforces what they see their characters as being about, seeing as how they choose a bunch of non-social skills. 

If I was playing a high-physical/low-social character, I would actually jump at the chance to get into social conflicts that I'd probably lose.  I'd get Fate points for conceding, the cost of losing isn't nearly as bad as the cost of losing a physical fight, and losing would be guaranteed to push the story into a more interesting direction.  Then, when that interesting direction pushes things towards a huge climactic final battle where everything is on the line, I use my banked Fate points to pull out the awesome.

Of course, there could be other reasons why people go low on social skills.  A lot of gamers don't expect a characters social ability to come into play, preferring to let the players ability to talk playing the dominant role in resolution.  If this is whats going on, then there is probably some mismatch with expectations.  It might be better to alter the way the game handles social conflict to accomodate this, if thats what the players all want.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: devonapple on December 28, 2010, 06:22:21 PM
We had a much smoother Social Conflict at last night's session - thank you all for your help and recommendations.

I have a more basic question now, and it's probably common sense, but what about Social Conflicts between groups, or between uneven numbers of opponents?

For example, a group of players against one NPC, or a single player against a group of NPCs.

It would make sense that ganging up on someone would have benefits to browbeating them, but I don't want to oversimplify the Conflict.

And in the case of two groups, more or less evenly matched in number, what decides the outcome?
Title: Re: Social Conflicts Like Pulling Teeth
Post by: TheMouse on December 28, 2010, 07:46:51 PM
I see two problems with the situation where you're using social conflict to get the clue from the worried mom type.

1. I don't think it necessarily needs a full scale social conflict. You wouldn't need to run her out of Composure and drill through Consequences. Assuming the PCs were at all sympathetic, she's probably Concede pretty quickly. Most likely after taking a single Consequence. There's no need to draw it out more than that.

2. You're making a mistake that I find a lot of people new to investigation style games make: You've bottlenecked the information at one point, and the PCs need to do this one thing in order for the game to move forward. Failure shouldn't mean that everything stops; it can easily mean that they get the information they need, but that something goes wrong in the process.

There are a couple of ways to make social conflicts more effective.

The simplest is to build a sort of support structure. One PC acts as the voice, while the other PCs Meneuver to create temporary Aspects and pass off the free invocation to the voice. This boosts the effective Skill level of the acting PC and involves the rest of the group as well.

Example Maneuvers:

* Making tea for everyone, putting the mother at her ease. Example Aspect, "Camomile puts me at my ease."
* Saying comforting things that support the points of the acting character. Example Aspect, "We really just want to help."

With two characters supporting the speaking character, even with a 50/50 chance of each Maneuver working, the acting character gets an average bonus of +2. If you can manage Maneuvers that wouldn't logically be resisted by the NPC, that jumps to an average of +4, which is huge.


The group social conflict thing can be sticky. I'd judge how things should work on a case by case basis.

If there's one strong leader and the rest are mooks, the leader's Concession should be enough to end the conflict. That one leader is the driving force behind that side's conflict.

If it's a group of equals, you might have to push through several people. Much of the time, once a fair portion of the team has fallen, those remaining will likely want to Concede in a way that lets them leave, perhaps with those taken out. Sometimes you'll have to drill through everyone, though.

A very rough guideline might be something like this: If at least half the people who matter are taken out, the rest of the group will try to jump ship unless the other team is at least as bad.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: devonapple on December 28, 2010, 08:17:44 PM
I see two problems with the situation where you're using social conflict to get the clue from the worried mom type.
1. I don't think it necessarily needs a full scale social conflict. You wouldn't need to run her out of Composure and drill through Consequences. Assuming the PCs were at all sympathetic, she's probably Concede pretty quickly. Most likely after taking a single Consequence. There's no need to draw it out more than that.

Yes, in retrospect, this scene probably didn't warrant the full conflict, though I maintain that she was intentionally going to be something of a hard case just by her nature.

2. You're making a mistake that I find a lot of people new to investigation style games make: You've bottlenecked the information at one point

I can see how it might seem that way in this limited post, but this was information that they could have found in a number of other ways, though the mother was the primary lead. I've read the Three Clue Rule and have run a few games of Trail of Cthulhu, so I'm wary about plot bottlenecks. It would admittedly have been quicker if they got the information from her, but there were more challenging options which nevertheless played to their skills, but might have taken more time and exposed them to danger.

Besides, there are plenty of examples in investigative fiction when a stubborn early lead "comes around" later in the story with some information they were holding back. Even if they had completely flubbed their initial Social Conflict, and had to concede out of it, she would probably have looked them up later as things escalated with her son.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: Drashna on December 29, 2010, 04:52:07 AM
The last bit sounds very reasonable. Namely, the section on "running the game", suggesting that even botched conflicts progressing the story, just maybe in a different way. Or a less savory way. :) (aka, still get the info, but maybe it's misleading, or outright wrong)
Title: Re: Social Conflicts Like Pulling Teeth
Post by: noclue on December 29, 2010, 07:01:32 AM
For example, a group of players against one NPC, or a single player against a group of NPCs.
  • Would one member of the group (presumably the most socially apt) serve as the voice, making all of the rolls to deal Social Stress, executing Social maneuvers, etc., with other group members restricting their participation to making rolls to assist the voice?
  • Or is it a free-for-all, with the lone participant having to divide energy between all of the members of the opposing group?

It would make sense that ganging up on someone would have benefits to browbeating them, but I don't want to oversimplify the Conflict.

This really needs fictional context. If you assume they're characters in a story, rather than just PCs with stats, then having them all stand around browbeating some woman into trusting them might not make any sense (even if the mechanics look better). I probably wouldn't set up a conflict like that in the first place. It's hard to make it interesting when a group gangs up on someone. If I saw it coming, I'd look for compels to drive wedges between the PCs and get the PCs involved in other things. I'd figure out if there's one PC who would be the likely person to be talking. For instance, if one of the characters was known to the mother, or had some recognizable connection to her son, everyone else would naturally be viewed as an extension of that PC. So, let everyone else help but make that conflict with that PC.

In a pinch, remember that words can hit everyone at the same time. So, you should be able to make social attacks/blocks/maneuvers that target everyone in the group.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: devonapple on December 29, 2010, 04:28:47 PM
In a pinch, remember that words can hit everyone at the same time. So, you should be able to make social attacks/blocks/maneuvers that target everyone in the group.

I'd like to, but it seems potentially unbalancing. Maybe a Spray attack? ::shrugs::
Title: Re: Social Conflicts Like Pulling Teeth
Post by: bibliophile20 on December 29, 2010, 06:08:21 PM
I'd like to, but it seems potentially unbalancing. Maybe a Spray attack? ::shrugs::
Sounds legit, or make a stunt to that effect, along the line of public speaking, that more people feel that you are addressing them particularly. 
Title: Re: Social Conflicts Like Pulling Teeth
Post by: devonapple on December 29, 2010, 06:24:13 PM
The last bit sounds very reasonable. Namely, the section on "running the game", suggesting that even botched conflicts progressing the story, just maybe in a different way. Or a less savory way. :) (aka, still get the info, but maybe it's misleading, or outright wrong)

I'm trying very conscientiously to use the "yes, but..." style of GMing rather than the ::roll roll roll:: "no" style. But sometimes the GM's job *is* to say "no."
Title: Re: Social Conflicts Like Pulling Teeth
Post by: TheMouse on December 29, 2010, 08:17:06 PM
But sometimes the GM's job *is* to say "no."

There's some excellent advice on this topic in Nobilis 2nd ed. What it boils down to is that most of the time you should be saying, "Yes," "Yes, but," or, "Yes, and." Those times you feel inclined to say, "No," try instead to ask, "How?" Repeat as necessary until you either feel that the action can happen, or until the person realizes that they're asking for something unreasonable.

Reserve, "No," for the rarest of occasions.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: noclue on December 30, 2010, 08:58:22 AM
I'd like to, but it seems potentially unbalancing.

Really? To me it just makes sense and provides less incentive for your players to try to swarm NPCs in social conflicts. So, it's not only logical, but it improves the fiction at the same time.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: devonapple on December 30, 2010, 07:16:06 PM
Really? To me it just makes sense and provides less incentive for your players to try to swarm NPCs in social conflicts. So, it's not only logical, but it improves the fiction at the same time.

To their credit, that wasn't their intention. We just aren't splitting up the party very often, so it's usually all three of the characters at a time.

I think I may be leaning towards forcing a parity on both sides:

Two groups with multiple characters: free-for-all. Taking out the de facto leader of one group takes out the whole group. Otherwise, go with whatever makes the most sense.
Question: if the leader of a group concedes, would all the participants on his side get a Fate Point?

One group versus one character: there look to be two options:

a) the group gets a de factor leader, the rest of the group can assist with Aspects, but only one person on each side is making Social Stress attacks. Even other players with Intimidation are just using that skill to perform Maneuvers. Whichever opponent takes out or forces a Concession from the other side wins.

b) the solitary character deals Social Stress and lays Maneuvers unilaterally among all members of the opposing group. The opposing group can all Maneuver and deal Social Stress to the solitary opponent. When one group member is taken out or Concedes, the rest of the group follows suit unless it makes no sense (but if the group was that divided, perhaps it should have been split to begin with, making effectively three sides to the conflict?).
Title: Re: Social Conflicts Like Pulling Teeth
Post by: newtinmpls on January 03, 2011, 04:44:16 PM
This just delighted me:

"There are a couple of ways to make social conflicts more effective.
The simplest is to build a sort of support structure. One PC acts as the voice, while the other PCs Meneuver to create temporary Aspects and pass off the free invocation to the voice. This boosts the effective Skill level of the acting PC and involves the rest of the group as well.

Example Maneuvers:
* Making tea for everyone, putting the mother at her ease. Example Aspect, "Camomile puts me at my ease."
* Saying comforting things that support the points of the acting character. Example Aspect, "We really just want to help." "

Getting my mind wrapped around maneuvers was the key to making the magic system workable in this game system; otherwise it's too much cost for overall, too little effort that doesn't last long enough (I prefer as a player to use systems that favor item creation sorts of stuff, or long term effects) the idea that the whole party can effectively contribute to the success of the "point character" no matter if it's  magic, social stuff or whatever just by itself contributs to teamwork and creativity and makes for a better game.

that being said, I do tend to role play social stuff more than make it conflict, but this is giving me ideas. Thanks!
Title: Re: Social Conflicts Like Pulling Teeth
Post by: TheMouse on January 03, 2011, 08:45:35 PM
Getting my mind wrapped around maneuvers was the key to making the magic system workable in this game system; otherwise it's too much cost for overall, too little effort that doesn't last long enough (I prefer as a player to use systems that favor item creation sorts of stuff, or long term effects) the idea that the whole party can effectively contribute to the success of the "point character" no matter if it's  magic, social stuff or whatever just by itself contributs to teamwork and creativity and makes for a better game.

that being said, I do tend to role play social stuff more than make it conflict, but this is giving me ideas. Thanks!

You're welcome.

Fate games tend to very strongly reward groups working together by means of Maneuvers and such. Not only does it tend to create a more orderly play experience, but it makes it so that you can accomplish things together that none of the characters could do on their own.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: Wordmaker on January 05, 2011, 01:44:13 PM
I definitely think full Social Conflict should be reserved for really meaty encounters with important NPCs at critical points. If the mother is there primarily for clues and information, make it a skill test rather than a full conflict.

Now, if the opponent in the Social Conflict is a member of a cult the group is trying to turn to their side and convince to betray his masters, that's worthy of a conflict.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: JesterOC on January 05, 2011, 06:54:12 PM
I definitely think full Social Conflict should be reserved for really meaty encounters with important NPCs at critical points. If the mother is there primarily for clues and information, make it a skill test rather than a full conflict.

Agreed.

However if you want to make this challenging for the PCs just make a challenge with consequences. Win or Loose give them the info, but on a failure have the mom upset at them for prying into her life, or perhaps the PC's take a consequence of "upset with Mom".
Title: Re: Social Conflicts Like Pulling Teeth
Post by: Fedifensor on January 14, 2011, 10:32:26 PM
My group has had a lot of trouble with Social conflicts, so I'm trying to make a quick reference sheet for them.  Here's what I have so far...any feedback is appreciated.

----------
Social Combat Quick Reference Sheet

Initiative:  Empathy

Attack/Defense:
Deceit (cannot use for both attack and defense in the same round)
   versus Alertness, Empathy, Investigation, or Rapport (depending on the type of deceit)
Empathy (assessments only)
   versus Deceit or Rapport
Intimidation
   versus Discipline, Presence, or Rapport
Presence (only versus large groups)
   versus Empathy or Rapport
Rapport (primarily for maneuvers)
   versus Deceit or Rapport

Other possible social skills:
Conviction - sometimes used as a social defense
Contacts - sometimes used as a social attack against reputation
Lore - used versus Lore-based Deceit ("He's not really a wizard...")
Performance - sometimes used for declarations, such as music to soothe the savage beast
Scholarship - used versus Scholarship-based Deceit ("Cars don't explode like that!")
Resources - modifies bribery attempts
Title: Re: Social Conflicts Like Pulling Teeth
Post by: sinker on January 15, 2011, 01:31:16 AM
You might want to remember that, as well as those options a creative and subtle wizard may attack and maneuver using spells. I have yet to think of a thematic device that would work as a social block, but there's no reason why that couldn't work too if someone figures that one out.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: Fedifensor on January 15, 2011, 03:25:42 AM
You might want to remember that, as well as those options a creative and subtle wizard may attack and maneuver using spells. I have yet to think of a thematic device that would work as a social block, but there's no reason why that couldn't work too if someone figures that one out.
I'd be very reluctant to allow direct social attacks via spells.  Allowing such is inviting the AD&D wizard syndrome into FATE...

Maneuvers, however, are perfectly fine - especially to create aspects that can be tagged on a subsequent use of Intimidate.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: sinker on January 15, 2011, 04:52:12 AM
One of the reasons that wizards are so powerful in DFRPG is that they are so flexible. Using magic they can do almost anything that anyone else can do as long as they are creative, however if they don't have the time to prepare they are limited in how often they can do it. A great example of a social conflict in which spells were used is in White Night
(click to show/hide)

Also I noticed Rapport wasn't on your list as an attacking skill. The Chit-Chat trapping allows one to make social attacks with Rapport.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: Sanctaphrax on January 15, 2011, 05:49:28 AM
I agree with Fedifensor. A seven shift evocation is pretty much an instant win in the absence of toughness powers/extremely high defences. And there are no social toughness powers, which makes wizards the best social tanks around.

If you still support the idea of magical social attacks, remember that social combat attacks lack weapon ratings. Weapon 5+ attacks aren't exactly fair when everything else is weapon 0.

Maneuvers are probably fine, though. Sinker's example sounds like a combination of a spellcasting maneuver and Great Intimidation to me.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: sinker on January 15, 2011, 06:34:42 AM
I agree with Fedifensor. A seven shift evocation is pretty much an instant win in the absence of toughness powers/extremely high defences. And there are no social toughness powers, which makes wizards the best social tanks around.

If you still support the idea of magical social attacks, remember that social combat attacks lack weapon ratings. Weapon 5+ attacks aren't exactly fair when everything else is weapon 0.

Maneuvers are probably fine, though. Sinker's example sounds like a combination of a spellcasting maneuver and Great Intimidation to me.

Thematically I dislike this interpretation. Seems to me that regardless of a wizard's skill one is going to be very frightened when they're throwing a ball of fire in one's face. That is a decent mechanic argument however. I could make a number of arguments for it, but it seems to be popular opinion that it's a bad idea, so I'll merely state that I've tried it in play and it seems no less balanced then throwing a wizard at a group of mortals (or lesser supernaturals) and it's not nearly as effective in combat against heavyweights as one might assume.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: craggle on January 15, 2011, 09:22:12 AM
One of the reasons that wizards are so powerful in DFRPG is that they are so flexible. Using magic they can do almost anything that anyone else can do as long as they are creative, however if they don't have the time to prepare they are limited in how often they can do it. A great example of a social conflict in which spells were used is in White Night
(click to show/hide)

Also I noticed Rapport wasn't on your list as an attacking skill. The Chit-Chat trapping allows one to make social attacks with Rapport.

Afraid I haven't read to the point of the example, but couldn't that be a case of switching to a Physical stress track for an abrupt finish, with the other player trusting nothing serious to happen when they opt to be Taken Out and therefore forgo Consequences? 

Just because you're in Social Conflict doesn't mean in certain situations you aren't going to resort to the gut punch and then tag a Physical Consequence to encourage someone to spill the beans.
Title: Re: Social Conflicts Like Pulling Teeth
Post by: Wordmaker on January 15, 2011, 05:59:57 PM
I would have ruled the example from White Night as a normal Social Conflict with Intimidation.
(click to show/hide)
Title: Re: Social Conflicts Like Pulling Teeth
Post by: Fedifensor on January 15, 2011, 07:03:29 PM
Also I noticed Rapport wasn't on your list as an attacking skill. The Chit-Chat trapping allows one to make social attacks with Rapport.
I listed it...but I said it was primarily for maneuvers, based on the description under Chit-Chat:

A character skilled in Rapport is a master of small talk and, through casual, friendly conversation, can get folks to give up information without quite realizing they’ve done it. In a social conflict, you may roll Rapport for maneuvers and “attacks” with this goal in mind.

I figure there's a certain point when Rapport is harder to use...generally when the conversation gets less friendly.  If you're being attacked with Intimidate, you can defend with Rapport...but it's pretty hard to counterattack with Rapport at that point.