@arkandel said in Social Systems:
Thoughts?
Sorry, man, I can't say that I favor what you're suggesting.
I wrote the following up for my Mass Effect RPG regarding "social actions." Note that "checks" are rolls, and "Drama Points" are earned and can be used to get re-rolls in combat and other stressful situations:
2.4.3 Players Determine their Characters’ Actions – Always
The thorny issue: can a player undergo a task to convince another player’s character to sleep with his?
The answer: not unless the other character’s player agrees to it.
Players should be able to create characters that are socially or mentally powerful, and have that mean something. Many times, this is not the case, and, where players can compete against other players, it becomes a bit of a problem. Finding the balance between player-control and skill-efficacy is often a struggle, but here are some general guidelines and systems.
A. Players can use checks to manipulate and convince NPCs. As above, GMs are there to tell a story and provide challenges. NPCs, or non-player characters, are story elements. The GM controls them. Whereas a player may have personal investment in their character, a GM’s NPCs are simply tools.
B. Players can use checks to manipulate and convince other PCs regarding their character. A PC can seem genuine. A PC can seem convincing. When it comes to talking about themselves, players can use checks to convince other PCs that they are telling the truth or being sincere. Concealing or shading a fact may require a contested check, but the results of these checks must be respected. If the game’s events give rise to a situation where the other PC may doubt the lying PC’s story, then another check may be necessary if the liar is confronted.
C. Players cannot enforce checks to cause other PCs to act one way or another. This is where it gets tricky, so consider the following example: a player wants another player’s character to sleep with theirs. Suppose that the defender’s player does not want to sleep with the aggressor. The aggressor’s player can make a check for success, but, if successful, the defender can elect not to abide by the results. If this occurs, then the aggressor cannot attempt to seduce the defender for a reasonable period of time, like the rest of the scene, a day, a week, or whatever’s reasonable to the GM or the players involved; however, the aggressor gains a Drama Point. On the other hand, if the defender’s player decides to abide by the results, then the defender gains a Drama Point for accepting the result of a check that he had the right to refuse.
Ultimately, players should respect one another. GMs should keep an eye out for abusers of this system, and remind them that this game is about everyone having fun, not forcing one’s will on others.