Showing posts with label social. Show all posts
Showing posts with label social. Show all posts

Friday, 27 January 2017

The Hive Mind 3: copying combat

So, having carefully stolen the the skill spheres system and the serious injury model how can I steal Necromunda's combat system and make it my own?

To recap, the melée combat system works like this:

  • You each have a Weapon Skill stat
  • You each have an Attacks stat
  • You roll dice equal to your Attacks and pick the highest
  • Opponents with a parry (mostly due to a sword) can make you reroll one die
  • You subtract 1s
  • You add +1 for any additional 6s
  • You add your WS to this number
  • You compare totals
  • On a tie, the highest Initiative stat wins
  • You can roll to wound once for each point of difference (minimum 1)

I'm actually wondering whether you couldn't extrapolate this to other resolution mechanics, given a different statline. And there will definitely be a different statline.

Off the top of my head, for purposes of experimenting, I'm going to propose something like this:

  • Might - governs physical brawn and toughness
  • Agility - governs nimbleness, dexterity and reaction
  • Intellect - governs memory, logic, reason and knowledge
  • Charisma - governs social graces, plausibility, charm, leadership
  • Weaponry - weapon use
  • Stealth - sneaking, disguise, camouflage and sleight-of-hand
  • Persuasion - influencing others
  • Athletics - physical feats
  • Lore - all learning

Lore could be broken down further, but I'm not convinced it needs to be. There's certainly some characters (and real-life people) who are experts in science but not history, or history but not politics, or whatever. But given there's one skill for using all weapons, and one skill for all interpersonal interactions, I'm not sure we need more. Obviously this will depend on the kind of game - in a magical system you might not want learning and magic to be all tied up together, even though that's the most common model.

The first four are stats, the remainder are skills (and I'm going to use the "skill" term here even though that means something different in Necromunda). Basically, all opposed tasks would be resolving using a Stat Dicepool + Skill Modifier roll. The stat determines how many dice you roll, both making a higher stat more reliable and slightly increasing its maximum potential, but you're all human and there aren't vast differences in your raw potential. That difference comes from skills, which represent actual experience and training in a particular task. Someone with a lot of training in weapon use can still get reliable results, even if they're physically outclassed. On the other hand, that burly thug might just overwhelm you with brute force and luck, because the range possible on a die is similar to the range of possible skill levels.

These will usually be combined in particular ways, but occasionally something different crops up. For example, you might easily use Intellect + W for forensics on a murder scene, or Charisma + W when regaling people with exploits of derring-do. Persuasion can be readily used with Might (physical intimidation or showing off), Agility (ditto), Intellect (reasoned discourse and argumentation, whether true or not) or Charisma (charming, beguiling and befuddling). Intellect + Stealth would help plan ways to disguise or hide an object, as well as tracking down what's hidden already. Stealth + Charisma is used for impersonation.

Having an argument? Roll Intellect + Persuasion if you're debating, or Charisma + Persuasion if you're relying on force of personality. The low-Persuasion mook might just flummox you with a killer question you just can't quite formulate the answer to by rolling a 6. Or you might land a series of lethal QEDs that shut her down completely, because you roll 3, 4, 5=best and you're adding a 4 and she only rolled a 3+2.

Parries could be generalised to a set of equipment or abilities that let you gain a similar benefit. A particular debating trick might allow you to "parry" a Charisma roll by undermining the other party or throwing them off balance with unexpected gambits. In a high-tech setting, a piece of cyberware might allow hackers to parry intrusion attempts and the efforts of security systems. Wizards might "parry" in a magical duel by expending a specific spell component, while specific charms might allow anyone to parry magical attacks.

Thursday, 26 January 2017

The Hive Mind 2: playing with ability pools

So I was looting Necromunda for ideas. Let's see what else could be done with the skill pools system.

As a reminder, the original ability pools are: Agility, Combat, Ferocity, Muscle, Shooting, Stealth, Techno.

Although the ideal option is probably to flesh this out into a vaguely similar gritty sci-fi setting that isn't focused purely on combat, I think I'll actually try to replicate D&D instead. That's because moving from wargame to combat-heavy game is easier than directly to lowish-combat game.

Sword and Sorcery

So here I'm going to try and throw together a set of special abilities that broadly cover the sorts of things you might expect from a fantasy adventure game, substituting for classes.

The first thing I note is that of the seven Necromunda pools, two are directly tied to raw physical ability mostly as it applies to melée combat, one is a mixture of combat and dexterity, one is a sort of willpower thing that includes toughness and scariness and more melée combat, and one is shooting. That seems excessive in an RPG.

I suggest the following seven pools to begin with, assuming a pretty straightforward dungeoneering approach to the game:

  • Agility skills are about grace and reflexes
  • Might skills are about physical power
  • Zeal skills cover willpower, drive and encouragement
  • Stealth skills are about secrecy and concealment
  • Smite skills unleash destructive magic
  • Conjure skills summon helpful spirits
  • Enchant skills beguile and influence minds

Agility

  • Catfall - you can easily maintain balance, halve the distance fallen when determining affects of a fall, and don't land prone unless you want to
  • Dodge - you can burn your next action to make a save against an attack or hazard you've detected, moving up to 2m if you succeed
  • Reflexes - you double your initiative and are never taken Off-Guard by traps or ambushes
  • Light Fingers - you can reroll a failed Prestidigitation roll (pickpocketing, lockpicking, manipulating small objects, planting, palming, card tricks)
  • Spring Up - you can stand from prone without using an action
  • Quick Draw - once per round, you can draw or stash an item without spending an action

Muscle

  • Sprint - you triple your speed when you run, rather than doubling it
  • Hurl - if you win a combat, you can trade all your hits to shove your opponent 1d6+hits in feet and knock them prone. Larger enemies halve the distance once per size category, rounding down; if it reaches 0 this ability cannot be used
  • Tireless - you treat armour and baggage as one step lighter when determining movement and fatigue
  • Steel Jaw - you gain a +2 bonus to resist stunning and knockdowns
  • Iron Thews - you treat weapons and shields as one category lighter when determining wielding rules
  • Demolition - you deal +1 additional damage to objects and constructs, and can reroll a failed Bend Bars Lift Gates attempt.

This set may be a little opaque in the absence of rules. The idea is that our Muscly hero can use these rules to dual-wield full-sized weaponry, or carry oversized weapons, or run around with a tower shield and so on. Tireless is supposed to let them avoid speed penalties, swimming and climbing penalties, or penalties for sleeping in armour.

Zeal

  • Vicious Reputation - you gain a +1 bonus to intimidate or overawe, including Fear and Retreat tests you inflict, but suffer a -2 penalty to befriend or win over NPCs.
  • Nerves of Steel - you may reroll failed Pinning and Retreat tests.
  • True Grit - you can make a Will test to subtract 1 from a wounding roll against you, to a minimum of 1.
  • Iron Focus - you may reroll failed tests to avoid distraction, and exhaustion tests when concentrating for long periods, including overwatch and standoffs.
  • Rallying Cry - you can spend your action calling reassurance to nearby comrades or silently reassuring an adjacent ally. All affected allies can immediately roll to escape one morale effect, such as Pinning or Fear.
  • All Out - you can throw yourself wholeheartedly into your actions, increasing your potential, but leaving you vulnerable to error. When you do so, increase your margin of success or failure by 1.

Stealth

  • Ambush - you can use a single action to attempt a Hide roll and ready an action
  • Blend In - when hiding, sneaking or disguised, double the effective distance when testing whether other characters notice you or pick you out in a crowd
  • Act Natural - you have advantage on rolls to maintain a disguise if you're blending into a group or have recently observed the type of person you're disguised as, unless you do something drastically out of character
  • Backstab - you strike with advantage if you attack when hidden
  • Soft Footed - you can move at full speed while sneaking
  • Slink - you can move through small spaces at full speed and without stealth penalties

Smite

  • Havoc - you gesture and the ground erupts violently, blasting everyone nearby
  • Dragonsbreath - flames gush from your palms in a blazing arc
  • Lance - blazing light sears a single target
  • Fellblade - a glowing weapon manifests in your hand
  • Banestorm - mystical energies wrack your chosen spot until you bid them cease
  • Whirlwind - a spiral of air moves at your command, hurling foes and obstacles aside

Conjure

  • Guardian - the spirit intervenes to protect its ward from danger
  • Veil - the spirit cloaks its ward to conceal it from sight
  • Steed - the spirit carries its ward swiftly along
  • Healer - the spirit tends the wounds of its ward
  • Servant - the spirit fetches, carries, labours and cleans as requested
  • Mantle - the spirit infuses its ward with power

Enchant

  • Beguile - you charm and manipulate the target into doing as you wish
  • Pacify - you lull a target into distraction, slumber or a deep trance
  • Mesmerize - you transfix a target with your gaze, and attempt to command them
  • Hallucination - you confuse the target with misleading illusions
  • Disguise - you warp perceptions with a magical veil that disguises reality
  • Bewitch - you reach deep into the target's mind, sensing or influencing their memories and feelings

So, let's see. Our classic brute hero would gain access to the Muscle and Zeal pools. A thief would have Agility and Stealth. A hardy cleric might have Conjure and Muscle, while a demagogue might have Enchant and Zeal. A wizard or wrathful priest would have Smite and Conjure. This is only a very basic attempt at the model, but I think it kind of works.

Politomunda: the city-world

So we've got massive grimdark cities, and you're a bunch of, let us say, questionably-moralled individuals who are trying to get by. Each of the Houses has its own particular philosophies, genetic lineages, education systems and resources that leave their members tending towards similar abilities.

I'm going to suggest Reflex, Combat, Zeal, Stealth, Tech, Face, Instinct, Wits. Remember that these skills are not the basic mechanics for interacting with the world; they are pools of special abilities that replace things like class powers.

  • Speed skills are about reactions and movement.
  • Combat skills provide benefits and options when attacking or defending.
  • Zeal skills cover willpower, drive and encouragement
  • Stealth skills are about secrecy and concealment
  • Tech skills cover interaction with technology
  • Face skills apply to social interactions
  • Connections skills cover society and street smarts
  • Wits skills involve knowledge, understanding and perception

The specific bonuses and penalties below are arbitrary, since there's no system here!

Speed

  • Catfall - you halve the distance fallen when determining affects of a fall, and don't land prone unless you want to
  • Dodge - you can burn your next action to make a save against an attack or hazard you've detected, 6+ on 1d6, moving up to 2m if you succeed
  • Sprint - you triple your speed when you run, rather than doubling it
  • Quick Draw - once per round, you can draw or stash a handheld item without spending an action
  • Reflexes - you double your initiative in any standoff and can't be surprised
  • Ease of Practice - when performing Extended Actions for which you are trained, you reduce the time required by one-quarter

Combat

  • Interference - enemies don't benefit from strength of numbers against you
  • Pinpoint Strike - you can reroll an attack's hit location once per round, accepting the second result
  • Turn Aside Blow - you can parry without a parrying weapon, or take the best of two results with a parrying weapon
  • Snap Attack - you can treat your movement as one category less when determining attack penalties, but suffer a -1 penalty and cannot use sights
  • Duck and Dive - instead of taking a Pinning test, you can fall prone if this would give you cover from the attacker
  • Suppressing Attack - roll no damage on a hit, but inflict two Pinning rolls (ranged) or Retreat rolls (melée)

Zeal

  • Vicious Reputation - you gain a +1 bonus to intimidate or overawe, but suffer a -2 penalty to befriend or win over NPCs.
  • Nerves of Steel - you may reroll failed Pinning and Retreat tests.
  • True Grit - you can make a Will test to subtract 1 from a wounding roll against you, to a minimum of 1.
  • Laser Focus - you may reroll failed tests to avoid distraction, and exhaustion tests when concentrating for long periods, including overwatch and standoffs.
  • Rallying Cry - you can spend your action calling reassurance to nearby comrades or silently reassuring an adjacent ally. All affected allies can immediately roll to escape one morale effect, such as Pinning or Fear.
  • All Out - you can throw yourself wholeheartedly into your actions, increasing your potential, but leaving you vulnerable to error. When you do so, increase your margin of success or failure by 1.

Stealth

  • Ambush - the character can use a single action to attempt a Hide roll and ready an action
  • Blend In - when the character is hiding, sneaking or disguised, double the effective distance when testing whether other characters notice them. When hacking, systems and sysadmins treat their activities as one rank less suspicious than normal
  • Method Actor - when disguised, the character treats their cover identity and cover story as true for the purposes of psychology and lie-detection
  • Light Fingers - the character can reroll a failed Prestidigitation roll (pickpocketing, manipulating small objects, planting, palming, card tricks)
  • Trackless - when attempting to track, trace or identify the character, treat time elapsed as one step higher (minute, hour, day, week, month, year)
  • Uniform - providing the character is dressed appropriately, their presence in a location is considered one rank less suspicious than normal.

This section assumes the existence of a set of infiltration mechanics, rather more elaborate than the classic single-roll Stealth/Disguise-type mechanics, which feature:

  • Ranks of suspicion for presence and activities in an area
  • Ranks of security for particular zones
  • A general system for determining whether people notice you and what they notice about you

I might try to rough this out at some point, it seems useful.

Tech

  • Percussive Maintenance - the character can attempt a short-term fix as a single action, but the results are unreliable
  • Changelog - the character always has a chance to notice hacks and modifications without actively searching, and rolls twice when searching.

Tech is hard to do without actually building the systems for doing tech stuff, because it needs to interact usefully with those.

Face

  • Read Intention - the character can roll [stat] to gauge what a partner hopes to get out of a social interaction
  • No Hard Feelings - when the character bargains, strikes a deal, persuades or influences an NPC, they can reduce any negative change in attitude by one rank with a successful [stat] roll. If they used Intimidation, the roll is at a penalty
  • One of the Guys - the character can use an extended action to roll [stat] with a non-hostile group. If successful, they're treated as a Peer for social rolls until they fail a roll or do anything that antagonises them
  • Afterthought - when the character amicably gets information from a source, within 1 week they can think of one additional question. They roll as normal; if successful, the source contacts them spontaneously to provide related information. The GM decides how and when the information arrives.
  • My Pleasure - when the character strikes a bargain or seeks a favour from an NPC, if they roll [very good] the NPC feels as though the character has done them a favour.
  • Between These Four Walls - when the character seeks information or antagonises an NPC, as long as the outcome is amicable, their sources are reluctant to report the incident. The chances of raising suspicion are reduced, and it is one step more difficult than usual for others to find out that the character was making enquiries.

Connections

  • Find the Core - when observing a conversation or interaction, the character can roll [some stat] to understand the social dynamics between the parties
  • Know a Guy - the character can roll [stat] once per day to tap a contact with a necessary skill at [level] or higher. The result determines the time it will take (minutes, hours or days) and/or the level of the contact's skill.
  • Social Butterfly - the character can roll [stat] once per day to tap a contact with connections to an organisation or public figure. The result determines the degree of separation and/or the time it will take (minutes, hours or days).
  • Name Dropper - the character can attempt to sway an NPC by mentioning their contacts. This requires a [stat] roll, but grants a bonus on subsequent rolls. On a botched roll, the NPC is antagonised and subsequent rolls are penalised. In either case, it is one step easier for others to learn about the interaction.
  • Middleman - the character can play two NPCs off against each other, either immediately (with a penalty) or as an extended action. The NPCs must be Amiable or worse in their mutual relationship. Roll [stat] against each NPC's [discernment stat]; the character can repeat this, but each subsequent set of rolls must gain [better result] or the attempt fails as the NPCs realise what is happening. The accumulated bonus can be applied to one interaction with each NPC, and overrides their limiters for Common Sense and Professionalism.

I envision that this game would have mechanics for organisations and social connections. Perhaps there are degrees of separation, which determine your influence over NPCs and ability to interact with (or infiltrate) their organisations.

It will be much easier to interact with large, public organisations and much harder to interact with small, private and illegal organisations. Similarly, it's easy to tap a contact who slightly knows a media personality, and hard to tap anyone who's close to a criminal, let alone anyone whose real identity is unknown.

The reason for this complexity is basically that I think it makes the Face character both deeper and more distinctive. If anyone can do social magic then being the Face is a matter of quantity rather than quality, which is somewhat less interesting than other roles which have distinct and unique capabilities. Secondly, it makes it less powerful: it's easy for social systems to end up being a sort of binary, where a low roll means you achieve nothing and a high roll lets you win over a paranoid criminal you've never met before. I'm not claiming I can write a game that fixes social skills, I'm just saying this imaginary game could attempt this kind of mechanic. It's less social combat and more a framework for establishing and tracking the difficulty and scope of social interactions.

In the last example, assume that an NPC has some kind of basic behaviour limiters. There's a point where common sense kicks in, and a point where professionalism kicks in (and probably at least one for self-preservation) so that it's very hard to push NPCs into unrealistic behaviour with simple social interaction. Maybe it's something approaching a Wisdom save, and the more inappropriate or self-destructive the action, the easier it is to resist. In the case of Middeman, the PC can try to work up antagonism between NPCs so that they forget themselves and act rashly.

Wits

  • Rapid Recollection - the character can make a Knowledge test to recall or recognise omething without spending an action
  • Spider Sense - the character halves distances when testing to detect hidden or sneaking characters, tails and anyone watching them
  • Weakness in Numbers - enemies don't benefit from strength of numbers against the character
  • Skim - if the character succeed on a roll to research or analyse information, they halve the time required
  • Erudition - they character's ability to grasp new information means they never count as untrained in intellectual tasks, including conversation
  • Expertise - when the character draws on their training, knowledge and education they can use [stat] in place of [stat] for a social roll

Okay, I'm not going to claim this is an amazing new revolutionary game or anything, but I feel like I can see the shape of an acceptable game emerging here. Everyone gets the basic game mechanics for Doing Stuff, then they choose an archetype that draws on a subset of the talent pools; these pools let them select specific special abilities that let them do things the other characters can't.

You could push these up to more impressive effects, depending on the style of game you want. This is generally easiest with combat, which we're used to having be quite mechanical, and hardest with social/magic/technology skills where you kind of need a robust subsystem in place for your special abilities to work with. It's hard to devise special social mechanics if everything's basically left for the GM to interpret anyway, because the whole point is that the Face (for example) lets you do things the other characters cannot. I could have made these more mind-controlly, but that's a specific genre. And then you start getting into issues of "what if the character uses these on a powerful NPC" issue, because the ability to influence any NPC is extremely potent in a way that combat mechanics aren't usually allowed to be.

In general, though, you could easily use this structure to build in things like:

  • Attacking multiple enemies at once
  • Charming an NPC so well that they spontaneously act in your favour later (like a one-use aftereffect)
  • Becoming practically invisible when you hide

I'm going to stop there for now, I feel like this bit is done, and I'm not up for actually writing (another) game right now...

Monday, 26 December 2016

Characterisation: Habituation and Instincts

So in my tireless quest for ways of modelling things, a couple of thoughts came to me that I wanted to throw out there. They're not inherently connected, but I feel like there's a similarity of ethos to them that means they might well end up in similar games. Which is to say, they both try to handle some quite complex individual differences by loosely categorising aspects of a character, in order to try and steer around detailed mechanics that I think would be not merely crunchy (nothing wrong with crunch), but fiddly.

These two ideas are (for want of any better shorthands) habituations and instincts.

Habituations

Anyone reading this blog has probably (either in real life or in debate, or quite possibly in someone's anecdotes about a rather annoying game) encountered situations where there seems to be a mismatch between what a character can do and what their background implies. The most prominent cases generally involve two characters.

In the false negative case, Archibald is either totally or surprisingly incompetent at a task that, given his background, ought to be commonplace. Alternatively, Archibald is basically ignorant of something that forms a normal part of his life. For example, Archibald may be a vet(erinarian) living in small-town Ohio who is nevertheless unable to drive, or (depending on the system) unable to handle any kind of difficult conditions - like driving quickly down country roads in the dark and rain, which he presumably does quite often. Perhaps he's a soldier who can't light a fire. A successful professional who knows nothing at all about the politics, legal system or etiquette of his home country (you'd think he must at least read a paper sometimes).

In the false positive case, Belinda is mechanically assumed to have knowledge and skills that aren't appropriate to her background. For example, Belinda may be a privately-educated interior designer from Chelsea who is nevertheless able to plug a gangster between the eyes at 50 yards, fly a helicopter and transform a dead grizzly into a delicious array of travel rations. Alternatively, she might be a member of an obscure sect of subsistence farmers in darkest Cornwall who shun technology, and yet have an extensive knowledge of current and international affairs, pop culture and society manners. Or, as many stories like to throw at us, she might be a middle-class American sent back in time to Victorian London, and somehow manage to convince everyone either that she's the new maid, or that she's Lady Veronica despite having the wrong accent and no idea what either of the roles involves.

The glaring contrast is usually where Archibald and Belinda turn up together. The successful lawyer who golfs with the mayor ends up being exactly as good at social etiquette and current affairs as the Zmulvian tribal warrior who only left Zmul a month ago and doesn't believe in electricity. A lawyer manages to carry out delicate negotiations between two proud Zmulvian queens. A hunter fails to build a campsite. A toff walks into an inner-city bar and manages to track down, speak to and buy a shipment of weapons from a gangland boss in a single night. A Glaswegian labourer from a tough estate infiltrates a high society dinner and holds everyone spellbound, but is completely unable to think where the party might buy some drugs.

Obviously these are relatively extreme cases, and most GMs will cut them some appropriate slack. I was just interested in possible alternatives.

One of the more interesting variants I'm aware of comes from Call of Cthulhu, which features both the Own Language and the Credit Rating skills. As an artefact of the ways these skills operate, if you follow Rules As Written (RAW), being of a higher social class is always an advantage and never a disadvantage.

For example, Own Language is based on the character's Education stat (okay, this isn't inherently tied to class, but there's a likely link to the final social class of the character). Being better educated makes you "better at English" in some nebulous way. Because of how the skill works, a more educated person will do better at any roll based on understanding, deciphering or using language. This makes a certain degree of sense if you imagine a Professor of Literature, or even an ex-Etonian Harvard graduate, painstakingly studying a Middle English document. On the other hand, these upper-class types are likely to struggle to follow the dialect speech of rural or working-class folks, which they're simply not used to; a working-class Investigator should have a distinct advantage here. Similarly, I've seen Own Language used (somewhere!) for mimicking the accents of locals to pass undetected. In this case, the toff and the cockney should have about equal difficulty putting on a Yorkshire accent.

Credit Rating is generally used to impress people, but it's very one-sided. Important people can use it to make sure other toffs accept them, to sweep past servants and to get ordinary folks to accept their authority. There's no corresponding way for working-class Investigators to demonstrate solidarity, let alone a mechanic for establishing whether the simple country folk distrust the sophisticated city-dwellers.

Basically, these skills operate as simple cumulative measures, whereas it would be fun if they could instead operate as spheres of competence: an investigator with a given background is comfortable and accepted in their own sphere, but in a different environment they find it more difficult to operate, and may need to interact in different ways. A duchess and a washerwoman find it difficult to chat, and either party is more likely to get what they want by taking a different approach - one more in tune with their social station.

How does it work?

I think the broad idea here is that during character creation (in whatever hypothetical game this is) you would select backgrounds along two axes. The first is socioeconomic, the second is about where you live; based on this combination, a character would be assumed to have basic competence in things that are expected aspects of that sort of life. These axes would probably not be independent, because different locations have different types of social roles.

For example, a character might be from an urban background; depending on whether they're working-class (probably "urban"), mid-to-upper middle-class (probably dignified as "metropolitan"), upper-class ("cosmopolitan") or off the grid entirely (homeless or in the black market), they'll have quite different sets of knowledge and skills. On the whole, though, they're used to the ways of the city. Maybe there's a niche for the bohemian in there, living a fringe lifestyle.

Another character may be rural. Here there's a whole slew of possibilities. Working-class labourer or farmhand. Subsistence farmer/hunter/gatherer (not so much in modern UK, but historical settings or many other countries). Professional farmer. Squire-type landowner. Middle-class professional who understands the country but doesn't do that stuff. Aristocrat who makes some policy decisions, but doesn't need to know how anything works and mostly socialises, writes and enjoys their hobbies.

The suburbs are simpler in most respects, partly because there's a lot less community in many of them due to commuting and lack of shops or facilities. As such there's simply less knowledge to have. However, there's still general patterns to how people act, and how they interact, as well as the ability to "read" the geography to help you get around (where will the only shop for miles around be? how can I get out of this bizarre labyrinth of streets with the same name?), sensing which people will have the information you want, and so on.

The idea is that this socioeconomic habituation determines which things are familiar and comfortable for you, and which are difficult.

For example, Abdul, Beata and Clara are investigating supernatural occurrences in a deprived area of Leeds. They want to ask the neighbours about anything strange that's happened; wander around a rough district at night; watch a few properties of interest without attracting attention; and obtain some illegal items. They'll also need to fend off the attention of the police, make enquiries at the city museum,

Abdul was brought up in the inner city by a single father. He knows how to walk and how to talk, even though his accent is Manchester rather than Leeds. He knows when and how to talk to the neighbours - which shops to ask in, which pubs, which people on the street, and how to approach them naturally so nobody thinks he's an undercover cop nor a would-be murderer. When a few teenagers are blocking the alley at 11pm, he knows the right posture and the right remark to be let through quietly, neither seeming like an entertaining victim nor a direct challenge. He knows the right clothes, posture and activities to fit in as locals just minding their own business while he stakes out a house. Law-abiding as he might be, he understands which kinds of people will know people who know people who can get you... things. This is, in a sense, his home turf.

Beata grew up in a lovely eight-bedroomed townhouse on the leafy north side (and a holiday home in Cornwall), and was attending opera from the age of six. She doesn't understand how things are done in deprived communities, though she might have other approaches to getting information. When the police pause to ask what their group is doing at this time of night, though, she knows exactly how confidently privileged people are mildly perplexed that the police are bothering them, yet supportive and friendly enough not to get their backs up. At the museum, she knows the right sort of things to say, and the knack to spotting the director strolling past and buttonholing him for some technical questions.

Clara is from a small farming village in East Anglia, and has never lived anywhere with more people than cows. She's slightly nervous of crowds and confused by the matey-yet-suspicious mindset of the poor urban residents. She's no idea how to talk to gangs of strangers or passing police, since at home both the hoodlums and the sole constable are well-known to her. She's comfortable talking to the cheery old squire and even the snooty local baron, but can't handle the rather cold manners of metropolitans. If it turns out one of the NPCs is from the countryside, though, she may well have a huge advantage in winning his confidence.

It's really just an extrapolation and modification of what GMs tend to do anyway. For example, I don't know any GMs who would routinely refuse to let characters buy an item from a shop - an apple, or something - unless you made a successful Bargain or Trade or whatever roll. We assume that characters can do this because it's so utterly routine. And yet... you could probably construct an argument that Lord Poshly Richington lives such a rarified life that he has literally never purchased anything. He has people who have people to do that for him. He certainly acquires items, but this is a matter of instructing his secretary to have one of the staff arrange for a tailor to visit, or visiting a jeweller's and telling the owner that the pearl-encrusted diamond coronet will do nicely. He does not queue, he is entirely unaware of prices, he does not carry money, he interacts with merchants simply by conceding that one or other of their wares is adequate. If he's trying to buy an apple from a shop like a normal person, he literally has no idea how to go about it. Nor does a hunter from a barter economy in a society without buildings. Nor does a clone worker from the Communion who has always been provided with exactly her entitlement of supplies by the Great Computer. Nor does a demon. Nor does a freshly-awakened AI. Nor does a member of the warrior-sect who dine in the queen's halls, use clothes and weapons provided for them, and only occasionally deign to demand food supplies from those of lower castes.

What about different cultural backgrounds? In some settings, both modern and historical, being a hunter-gatherer or professional warrior might be a genuine socioeconomic option that comes with specific types of knowledge that aren't simply about your job.

Alveras the Ranger grew up as a nomadic hunter-gatherer in the Great Woods. We should assume that she can, regardless of any specific mechanical skills, do everything that's a normal part of that life. She can identify common woodland creatures and plants (and is not alarmed by them); she can light a fire; she can find a small amount of edible (if tasteless) food; she knows how to get around in the woods; she can read the undergrowth and geology to locate water; she can blaze trails, leave and interpret warning signs. She is used to interacting with other nomads and knows the social rules of wandering life - how to talk to strangers, when to remain silent, what you can and can't interact with (like other people's traps or caches), common nomadic laws and traditions, etiquette, social structure and so on.

Now it may well be that during the game, the group needs to make a fire in a storm, or find water during a drought, or interact with nomads from another world. It would be perfectly reasonable for the GM to rule that Alveras does in fact need to make a roll, because her baseline everyday skills don't extend to these challenging circumstances unless she's invested points in them.

But when Alveras is just hanging around in a wood and wants to make a fire, or sharpen a knife, or grind some grain, or identify some uninspiring-but-edible plants - something she has done daily since she was a child - she should be able to.

Instincts

So this ties into my previous musings on how to handle morale issues, and looking for a relatively sleek way to model that. Science (pop science, at least) suggests there are three main emotional reactions to major stress or threat. When your ability to cope with a situation is overwhelemed, this is what you do.

This can basically be summed up as Fight, Flight or Freeze. I would want to have these as three game-mechanical instincts, which players choose between during character creation. There could be game-mechanical effects which trigger a specific one, but your personal Instinct is how you react to a general threat that overcomes your defences. For example, if you build up more Stress than your tolerance allows, or fail to resist an opponent's Intimidate attempt, this governs your reaction. Each instinct has advantages and disadvantages in different situations.

Note that this is about when you are basically overwhelmed by your emotions. There might be one or two different "steps" of Instinct, like Threatened and Overwhelmed. The first would mean you are driven by your Instinct but can still resist it, as when scared or under serious stress; the second would mean your Instincts have taken over, when you are terrified or stressed beyond your conscious control and your brain is desperate to escape the source of the stress.

Fight: You react aggressively, whether with fists or with words. You can fight and argue effectively, but this can leave you in danger. Moreover, your approach is aggressive and leaves little room for defence. This instinct is an advantage when you can overwhelm a threat or face down a challenge, but can leave you in serious danger and may get you in legal or social trouble.

Mechanically, this Instinct would probably materialise as something like this, although I'd prefer to leave this up to common sense:

  • You are compelled to escalate the current conflict - an argument either becomes heated or physical, depending on the setting and system and genre (in Office Politics, you might just be unprofessionally rude and risk disciplinary action). If you're shoving each other, you swing a punch. Maybe you draw a weapon.
  • You may not stop fighting until you win or regain control of yourself.
  • You can't take actions that aren't aggressive or supporting your aggression, only reactions (like dodging).
  • You suffer a penalty to defensive or rational actions, like placating someone, making a valid point in an argument, or blocking a punch.
  • You gain a bonus to aggressive actions, like intimidating, making a cutting (if unsophisticated) remark, or breaking a chair over somebody's head.
  • You don't have to do anything obviously stupid or suicidal, but you are driven to pursue the conflict if possible

Flight: You withdraw. This can manifest as yielding in an argument, or physically running from a stressful situation - whether that means hiding in the toilets or fleeing down the road. You can effectively escape and defend yourself to some degree, but you are heavily penalised at aggressive actions, or actions that don't directly help you get away from the situation. This instinct is an advantage in helping you avoid harm, but you might abandon allies, embarrass yourself, or end up trapped.

Mechanically, this might mean:

  • You must attempt to escape the conflict, whether physically or emotionally
  • You cannot make aggressive actions, although passing aggression might occur as part of your flight (for example, shoving someone out of the way to flee)
  • You gain a bonus to actions that contribute to your escape, such as placating, running, breaking past barriers or people, disavowing everything you care about, recanting, hiding and getting free.
  • You suffer a penalty on any actions that do not contribute to your escape, including noticing most things, including other enemies you haven't spotted yet.

Freeze: You choke up. You go quiet and let words wash over you, and your muscles don't want to move. You find it very difficult to take any actions at all, but you can instinctively defend yourself to some degree. This instinct can let you avoid stressors and dangers because you go unnoticed or because you don't seem like an interesting challenge. However, it can prevent you taking any active steps to improve your situation.

Mechanically, this might mean:

  • You must attempt to protect yourself until the threat passes.
  • You cannot take any actions.
  • You gain a bonus to reactions that protect you or contribute to making the threat go away, such as staying silent, looking non-threatening or nodding desperate agreement.
  • You suffer a penalty on any actions that do not contribute to this goal, even if they would increase your overall safety, for example by moving away from danger.

Monday, 6 June 2016

Provocation in RPGs

So I was listening to the Adventuring Party talk about social combat. There were two parts that particularly struck me. The first was an anecdote of using the Intimidate skill successfully, then realising there was no indication of what that actually meant for the game - "okay, this guy's intimidated I guess?". The second was a recurring point that, even in games with explicit social combat, players are often very resistant to allowing their own characters to be affected.

A third factor was recalling a game of Demon: the Fallen where Dan tried to use a "you are utterly terrifying" power to frighten a guy into submission, but the power very explicitly always makes everyone run away.