There are many problems
with translating social encounters into roleplaying game rules. Among
the most commonly discussed is whether a player should roleplay the
scene or just roll the dice; this article is not about that
debate. The problem presented here is that of diversification.
Quite simply, there are too many social skills.
Variety is Not Always the Spice of Life
In games such as GURPS or
Shadowrun, every action is covered by a skill. If you want to run,
you roll your running skill; if you want to attack something, you
roll your weapon skill; and if you want to talk at something, you
roll your social skill. Or you would, if there weren't a wide variety
of social skills for every situation.
Let's say you want to talk
your way past a guard. How do you accomplish this? You can puff
yourself up, make threatening gestures, and try to scare him into
fleeing his post and leaving you free to stroll casually past; that
would be Intimidation. You can bat your eyelashes, run your tongue along your upper lip,
and try to make sure the blood is flowing away from the “remember
not to let people past” part of his brain; this would be Seduction.
You can begin jabbering, throwing in big words, and try to convince
him to let you past before his brain catches up with your mouth; that
would be Fast Talk. You can Bluff, Persuade, Con, Impersonate,
Perform, Negotiate, or a variety of others.
Some games go even
further. In Burning Wheel, for instance, if you want to convince
someone to help you, that's Persuasion. If you want to convince that
person to give you money, that's Begging, instead. If you're trying
to convince multiple people at once, that's Oratory. Unless you're in
a formalized setting, in which case you'd use Rhetoric. Except when
that formalized setting is religious, in which case you'd need the
Suasion skill.
Are you using blackmail to
help you persuade the person? Because that requires the Extortion
skill. If you're using threats, that's Intimidation, but the moment
you make good on those threats you need the Torture skill. There's
even a skill for telling the truth! Is it any wonder the game has almost two dozen social skills?
So What's the Problem?
In
our above example, where you need to convince a guard to let you
pass, the problem isn't readily apparent. What if, instead, you were
attending a formal event when suddenly, gasp, you find yourself
face-to-face with the evil Duke Malfaisant! You need to convince him
to let your kidnapped cousin go, but he's surrounded by his guards
and, further, there are countless witnesses watching, eagerly
awaiting your humiliation. You can't use Intimidation, likely won't
be able to Bluff, and probably shouldn't try Seduction. As your
options dwindle, the chances that you've put resources into the
correct skill decrease along with them. Did you take Etiquette, or
Negotiation? If not, you might just be out of luck.
Now,
let's say you're in the slums of Cityville meeting with a drug lord
in an effort to convince him to leave Cityville for greener pastures.
Etiquette won't do you any good this time. After trying Intimidation,
and inevitably failing, you try to convince his second-in-command to
betray him. He's more scared of the boss than of you, so you'll need
to try something else entirely. Seduction? Well, now his wife is
irate and you need to placate her, possibly with Fast Talk.
Compare
all of this to combat. Are you trained in the Sword skill? That'll
cover you in just about any situation: it's amazing how useful a
pointy bit of metal is when trying to kill things. You might also
need a ranged weapon, such as Archery. Now you can handle 99% of all
combat scenarios for the low, low price of two skills.
In
games like D&D this isn't a problem, as it is assumed that every
character will be equally good at combat, and the variation comes in
what's happening when things aren't
trying to murder-kill you. But in a game where some characters
specialize in talking while others specialize in fighting, the
inherent imbalance begins to show through. If you're playing a social
character in Burning Wheel, you'll need half a dozen social skills,
taking up the vast majority of your limited resources; the fighter
just takes Appropriate Weapon, likely at a much higher rating, and
still has plenty of skill points to throw around.
You're Right! What do I do?
The
bad news is, this is a problem of game design. There is very little a
GM or player at the table can do to ameliorate it. The good news is,
very little doesn't mean “nothing”.
If
this imbalance doesn't bother you, you can just ignore it. As long as
everyone at the table is having fun, you're playing the game
correctly. Maybe you don't ever roll social skills, maybe nobody is
playing a social character, or maybe the person playing the party's
Face doesn't mind having a different social skill for every day of
the week. If it ain't broke, don't fix it.
If
the player with the talkative character is frequently frustrated by
her comparative ineffectiveness, measures must be taken. Here are
three possible solutions to the problem, each with its own advantages
and disadvantages.
The Walking Armory
The
first possible solution is to design your campaign in such a way that
the fighter types can't get away with having just one or two weapon
skills. It's up to you whether you do this by throwing in enemies
with specific resistances (the skeleton's resistance to cutting
weapons, for example), by situations requiring more concealable
weapons intermixed with situations which require the big guns, or any
other way you can imagine. It brings the fighter type up to the same
level as the social type in terms of how many skills are required to
be good at her job.
The
advantage is that it's relatively easy to execute; you can even do so
in the middle of a campaign. However, there are two big problems with
this approach.
The
first is that it increases the complexity of the game. Combat is
already typically the most rules-heavy portion of a roleplaying game,
and requiring the players to determine which weapon to use at any
given time just adds to that. It can also bog down character
creation, requiring a mental checklist to ensure that every possible
circumstance is accounted for with an appropriate weapon. And if you
introduce the change after character creation, expect a lot of
complaints about how it's not fair to require so many new skills
without warning.
The
second problem is that, unlike social skills, each weapon skill comes
attached to a physical representation: a weapon. While it's easy to
carry around a variety of social skills in your head, it's not so
easy to tow around a greatsword, longbow, warhammer, sling, spear,
knife and bullwhip. Even if you're not using encumbrance rules, it
really strains the verisimilitude of the game.
Ten Points in the Talking Skill
The
second solution goes in the opposite direction. Rather than
increasing the variety of weapon skills required to be a fighter, you
can reduce the number of social skills required to be effective at
talking to things.
This
is the approach taken by most games. Savage Worlds has just four
social skills: Intimidation, Persuasion, Streetwise, and Taunt. FATE
has Deceive, Empathy, Provoke, and Rapport. Few, if any, actually go
to the extreme of reducing the number of social skills to just one or
two; it just wouldn't be satisfying to have a “Talking” skill
that covers everything.
The
advantage is that it simplifies things, making it easier on the
players and GM both. It's also easy to implement after the game has
already started: simply reduce the number of skills and refund the
player however many skill points were spent on skills which no longer
exist.
The
problem is that it's hard to go far enough to truly balance the
disparity. You can still get away with taking just one combat skill,
but there are multiple social skills that may be required. This
solution simply closes the gap.
Furthermore,
it may be disappointing to limit social skills. If seduction,
bluffing, fast-talking, bribery, and more are all covered by one
Persuasion skill, it gets harder to differentiate one character from
another.
When All You Have is a Hammer...
The
third simple solution is to keep the variety of social skills but
allow each one to be applied to almost any situation. This is the
easiest solution of all, because it doesn't require a change of rules
or in how the GM prepares for each session. It allows each social
character to feel very different, while still retaining their
effectiveness at what they do.
The
problem is that it strains believability. Will a character really
be able to always Seduce or Intimidate his way out of any situation?
If using this approach, yes he will, provided he rolls high enough.
What
about consequences? If the GM penalizes you for using one social
skill instead of another, you're right back to needing to spend
points on multiple skills to be effective; if she doesn't introduce
consequences, your choice to use Intimidation instead of the nicer
Persuasion doesn't really matter in the end.
Advanced Talking
There
are other potential solutions, such as introducing ways (and
requirements) for other skills to apply in combat, or changing the
way social mechanics work entirely. These would require rolling up
your sleeves and getting into the very guts of your game system of
choice. At the end of the day, there is no easy way to fix this
problem.
Unless
you can think of one.
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