Nov 13, 2016, 4:59 PM

So I'm wondering what people's experiences are with social conflict on a MU*, resolved by a combination of roleplay and stats? I know a couple of the NWoD games used the Doors system (or I thought they did, but I could be completely wrong), and I know Firan had a social conflict system that used stats. I'm curious as to the viability of such. A friend of mine pointed me to the Song of Ice and Fire RPG and their Intrigue system and I have to say, it looks like it could be a nice addition to a MU*, if a little tracking-heavy. In SIFRP, you have:

  • Social skills used as you would use physical skills for combat
  • Social HP in the form of Composure
  • Social 'armor' in the form of Dispositions towards other characters, with rankings in both favorable and unfavorable, with Indifferent in the dead middle, Affectionate at the high end of favorable and Malicious at the high end of unfavorable.
  • You essentially have a functional combat system, reducing Composure to get your result, depending on the type of result you want (going through Bargain, Charm, Convince, etc.), but there are outs (including going to physical combat), and considerations for the outcomes of the tactics used.

Perhaps a pared-down version of the system might be interesting on a MU*. Anyone have any experiences (good or bad) with stat-backed social conflict on a MU*?