The Forge Reference Project

 

Topic: Creation of combat
Started by: The Dude
Started on: 8/3/2010
Board: First Thoughts


On 8/3/2010 at 10:22pm, The Dude wrote:
Creation of combat

My friend and I are developing a game that revolves around the harmonic balance of mind, body, and spirit. This is represented by mental, physical, and social attributes respectively. Also, the characters will be able to partake in mental (magical), physical, and social combat.

All three forms of combat will be executed rather simply. The attacker rolls an offense die, the defender rolls a defense die, and the higher roll wins.

Our problem is the social combat. Neither of us two creating this game are very social creatures, but this is not something we wish to omit. In general terms, social combat would include haggling over the price of something, negotiating a treaty, or even navigating through a royal court.

We are looking for suggestions on what might constitute a social attack and what might be a good defense against said attacks.

Thank you in advance

Gino

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On 8/4/2010 at 2:18am, Ar Kayon wrote:
Re: Creation of combat

The sheer fact that so many of us at the forge refer to it as "social combat" betrays our hopelessly introverted natures.

"So what you're saying is that in order to successfully talk to a woman, I need to keep verbally attacking her until her social hit points drop to zero, and then she'll agree to have sex with me?" (Ironically not far from the truth according to pickup artists)

How granular your other resolution systems are will inform you on how you should construct social dynamics.  A general method would be similar to D&D, with its intimidate, diplomacy, and bluff skills; covering all bases, but not complex enough for tactical exchanges of reverse psychology, hidden intent, and subtle power-moves.  In my opinion, constucting such a system requires 2 elements: a broad repertoire of techniques and for others' personalities to be represented mechanically in some way so that choosing one technique over another is a meaningful decision.

Ideas for social attacks (ultra-granular): guilt trip (ask any mother how to pull this one off), friendly tease (disarm barriers), antagonize (cloud judgment), empty threat, hype (convince others that something is more valuable than it is; generally requires an enthusiastic personality), compliment, seduce (play up physical attractiveness)
Defenses: Hide intent (active), rational thought (passive), will (passive), self-esteem (passive)

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On 8/4/2010 at 3:23am, dugfromthearth wrote:
RE: Re: Creation of combat

check out the Steel and Staves post below
http://www.indie-rpgs.com/forge/index.php?topic=30075.0

They have a detailed social combat system.  You might now copy the system but they have a bunch of maneuvers and interactions you could use.

Forge Reference Links:
Topic 30075

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On 8/4/2010 at 4:41am, Airafice wrote:
RE: Re: Creation of combat

Spirit can take on many more forms than social.  Spirit in most parts of the world and mainly in oriental culture is will.  Determination comes to mind when thinking of spirit.  You could always progress the spirit battle to more of a "CHI" battle.  Something in the terms of oriental adventures. Chi is more of a spiritual focus than mind, and more of a external  form of will. 

Or if your set to social for your battles you could do the royal court thing you were talking about.  In Japan lords and diplomats would play the court like a game of chess.  Making contacts, deals, friends, foes, and much more all for a slice of power and honor pie.  Honor and power only came to the ones that could play the game.  If you ever read "47 Ronin" one comment by a lesser lord spelled the end of a Daimyo, his house hold and many a life for honor. 

Id try looking up old Japanese movies and books for a taste.  There are lots of terms and engagements that you could pick up on

If any one has not noticed, I loves the Feudal Japan genre. 

Good luck on your endeavor

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On 8/4/2010 at 4:25pm, Necromantis wrote:
RE: Re: Creation of combat

dugfromthearth wrote:
check out the Steel and Staves post below
http://www.indie-rpgs.com/forge/index.php?topic=30075.0

They have a detailed social combat system.  You might now copy the system but they have a bunch of maneuvers and interactions you could use.


Having your game referred to as possible inspiration feels damn good... yeah probably too good. :D

The only Advice I'd offer (if you don't want to read thru that linked thread) is that You are going to want to keep roleplaying a more integrated part of the Social Combat part of a game. I did this by leaving out stand alone interactions. (bargain, Seduce) Instead I chose to make dependent interactions (make offer - threaten with) -- in other words .. you have to add something to your "tactic" -- Bargain with -- is better than just bargain. (if you want to keep it a roleplaying experience)
Well that's my 13 cents.

Forge Reference Links:
Topic 30075

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