Nov 14, 2016, 8:26 PM

@Ganymede said in Social Conflict via Stats:

@Pyrephox said in Social Conflict via Stats:

Social stats/skills don't need to work on PCs, IF they work on NPCs and work in meaningful, predictable, usable ways.

And this is why I have yelled, up and down, that a successful game is going to need some sort of off-screen system that allows the players to directly affect the setting. That's where Social/Mental skills come into play. RfK did this well, and that's why it was so kick-ass the first time around.

They fell down a bit - namely, they had a GREAT system for the long-term, big influences, but not the small-term, immediate influences, particularly where NPCs were concerned. They were, however, one of the few CoD games that made a real effort at adapting Conditions and embracing the changes that the system made to social interactions in MU*s. The "bargaining" aspect of gaining Conditions in exchange for doing certain things was very cool.