@mietze said in Social Stats in the World of Darkness:
Granted, this works a lot better one on one rather than in one vs. many (like a speech to a crowded room).
Absolutely, but if it was a crowd of PCs, the speech isn't likely to be tailored to each of them individually anyhow, and is likely to affect each of them differently (this is actually where each "target" getting different modifiers due to the tactic chosen would come in). Now, if it was a host of NPCs being spoken to, I could definitely see the PC stating their tactic, getting a modifier from the GM, rolling, and then talking to the GM about what would work well for the crowd.
@faraday said in Social Stats in the World of Darkness:
So what you and @Seraphim73 are suggesting is a hybrid of the two approaches. There's nothing wrong with that, but it's a big departure from what folks are used to. And I think there's resistance from both sides because it lacks the core elements that appeal to each (puzzle / consent).
I agree with almost all of what you just said, and think that the connection to the Discuss method (or whatever we're calling it) being a strong departure from tabletop RPG-playing is a good one (although I have definitely done a little bit of the latter point with my players, especially my less-socially-inclined players, in tabletop).
The one (minor) point that I disagree with is that the Discuss method doesn't support consent. I mean, it certainly isn't full consent, but it allows you to tailor the encounter to your preferences for your character.
The issue of the wide variety of uses for social skills that @surreality brings up is a good one, and one where I think modifiers should come into play. I admit I don't know WoD/CoD well enough to even know how prevalent or useful modifiers are, but it seems to me that 'buy me a coffee' probably doesn't have a modifier unless the target hates the character asking, while 'push the shiny candy-red button on the suicide vest' probably does... unless the target is a fanatic (turning them into that fanatic would be a longer social skill play... months at least, maybe years, and include a lot of Discuss method use and modifiers and RP).
The one thing that I've noticed is that despite some claims to the contrary, there doesn't really seem to be anyone really objecting to the idea of working with another person to learn how to frame things. I may have missed something, but like... is anyone saying that?
@faraday said in Social Stats in the World of Darkness:
Nobody's successfully done that for social combat. Such a hypothetical system needs to include some concept of armor for deeply-held beliefs, and some way of reflecting personality and things in our backgrounds that shape how we respond to things. It would need to reflect the fact that social manipulation is usually a long-term endeavor. It would need to reflect social relationships - you're far more likely to buy a lie from someone you trust than your most hated enemy.
All things Furystorm tries to model, from setting ratings for Character Values (Community vs Self, Status Quo vs Change, etc) that provide modifiers for social rolls as appropriate; to armor for relative position in society, evidence contrary to what you're being told, and relationship with the person; to "weapons" dependent on the arguments being used; to the ability to play for advantage, fight aggressively, fight defensively, or gang up on someone just like in physical combat. It's not done, it'll probably never be used (because I'm not likely to run a game again), and it's certainly not perfect, but it's taking most of those points into account (mostly because you and I have talked about them quite a lot).