@faraday said in Social Systems:
@lithium said in Social Systems:
This is FATE social combat in a nutshell. You can argue/debate (Roll social combat fu), you can leave (Concede to losing the scene, have your character leave before any major consequences), or you can go for help (Maybe use contacts or resources as a social attack by calling friends or paying the bouncer to bump someone out the door).
FATE has everything to do with Player Agency, while also keeping system there to adjudicate.
Having never actually played FATE I might be missing some core component of the system, so please forgive my ignorance here.
I thought you had said that if my PC failed a social roll to rebuff a persuasion attempt, for example, my only options were to either concede to being persuaded or to get mad and leave the scene. I just don't like that. I'm not saying it's the most terrible thing in the world or anything, I just have a philosophical objection to it because once again it's taking away my ability to decide how my character reacts. Maybe they argue, maybe they throw a drink in his face, maybe they just scoff and say "You're an idiot" and go back to their drinks.
Someone can be the absolute most persuasive salesperson in the world (i.e. roll Amazing Success every time) and still not close a deal because the other person isn't interested in what they're selling, not because the other person succeeded in their Willpower check.
I am a few pages back, just got done with work, so dunno if this has been addressed.
In FATE, you have a social health track, just like you have a mental health track, and a physical health track.
Your social skill determines your social health track (There's more to it than this, but I am not going to try and explain the whole system).
So if you are trying to persuade player A with social combat, you would roll your skill you are using to persuade them. They would roll their social defense skill to try and not be persuaded. If player A did not roll as well as you, you would do some social damage. After your health track is full (For any track) you start taking consequences, a minor one might be being angry at being harassed, or feeling upset at losing the (social) fight.
In /any/ combat in FATE (Social included) you can say you are taken out, you concede the combat, you lose, but, you have /Agency/ over how you lose. The only time you lose direct agency, is if your health track is completely full, and you have zero consequences left.
A character typically has 1 minor consequence, 1 moderate consequence, 1 severe consequence, and 1 critical consequence. (sometimes more or less depending on the setting but again, not getting into that just now)
A minor consequence clears after the next scene. A moderate consequence might take some addressing, and take a few scenes to clear or a week or some such, a severe consequence requires professional help to get past. You need counceling, talk to a good friend who can help you heal, or in the case of a physical consequence might need to see a doctor. A /critical/ consequence is life changing events, where your character might be fundamentally altered.
So the agency is there in that you still choose how your character reacts, even if they lose. The other player might win, and still not get what they want if you choose to have your character storm off and leave the situation, for example.
If your character isn't interested in what they're selling, you can have your character choose to ignore them, taking your character out of the combat but you have left that combat, you are out of it, you can't just but back into social combat if the other guy keeps socialing it up.
It makes sense to me because how many times have people been at a social event (Say a bar, we're all familiar with bar RP at the very least) and someone kept doing something, flirting, hitting on you, being obnoxious towards someone else, and you choose to just distance yourself from that person and remove yourself from the situation. In that case, their social skill at being obnoxious defeated your social skill in dealing with them.
It's not perfect (because no game system is) but it works a lot better than a willpower roll.