@Salty-Secrets said in Social Combat: Reusing Physical Combat System?:
Social combat outside of mind control-like effects should just be role-play, not system-backed.
Is physical combat outside of executions just role-played, not system-backed? If not, but social combat should be, why should anyone invest points in social skills or defenses when they can pour them into physical ones?
I've had my own uncomfortable history with social combat... several years ago, I was wildly against it, because I thought that my immersion would be broken by someone with huge dice pools and crap-all RP skill rolling a ton of dice at me and basically posing, "You should tell me your big secret because you're dumb and I'm cool," and then expecting me to do so. In fact, when Blu and I opened up The Fifth World, we didn't have any social skills at all--that was all RP. I've come around to the fact that if you don't have social skills, all characters will be perfect (or near-perfect) liars, and you just can't really have people striving against one another in social spheres with any expectation of "fair play."
And so, like @Sparks, @Ganymede, and @Lisse24, I'm writing a social combat system for the Furystorm system that I'm working on. It's based on A Song of Ice and Fire's social combat system, but simplified a bit, and tweaked so that it has some slight chance of working in PvP, as well as PvE. My intention is to allow a system where you can get short-term results through the use of dice, but long-term results will require lots of RP, rather than a single social combat.
Example: I'm an agent of a rebel High Lord, and I want to convince a loyal Senator to act against the First Lord. With a single social combat, I might be able to convince him to speak out against a bill that the First Lord likes in front of the Senate, I might even be able to get him to vote against the bill, but I couldn't get him to rebel against the First Lord--that takes lots of RP.
More controversial example: I'm trying to seduce someone who has absolutely no interest in my gender. If I roll really well, I might be able to get them to flirty playfully with me if they were the type to do so, but I won't be able to get them into bed.
So, like aSoIaF, I use "armor" and "weapons" in social combat, and armor includes attitude (but also social standing and perhaps--I'm still pondering this--particularly strong beliefs on the subject), but I have weapons represent the relative effectiveness of the argument being used (as opposed to the persuasiveness with which the argument is being presented).
To facilitate this, I've added a step at the start of a given round where each side gives an overview of their argument, and the defender assigns it a "weapon" based on how effective that general argument might be. Granted, there's still room for ugliness if someone decides that all arguments they don't want their character to be swayed by are Ineffective, but those people are going to be assholes no matter the system.
If the rolls demonstrate some extreme results (an Ineffective argument cleaning up despite the penalties) there's another step in there asking the defender to talk with the attacker to come up with some suggestions on how the argument might be tweaked to better make sense of the roll.
Example 1: Agent of a Rebel High Lord wants to get loyalist Senator to vote against a bill that the First Lord likes. In the first round of social combat, the agent's player notes that he will be appealing to the Senator's open-mindedness. The Senator's player notes that this is likely to be Weak, since the Senator is not particularly open-minded. The rolls go predictably, and the agent makes no headway (and the Senator doesn't dissuade the agent from his goal either) and poses are duly made to that effect.
In the second round, the agent shifts his argument, stating that the character will instead emphasize a time that the First Lord didn't have the Senator's back and trying to call into doubt whether the Senator's loyalty is being returned. The Senator's player notes that this is true, and figures that the attack is Intriguing. The agent's player rolls very well (the bonus to damage and armor penetration helps), and so the Senator's player notes that there have actually been a couple of times that the First Lord didn't back the Senator that are public knowledge, so the agent could even bring up more than one. The agent's player adds this to the pose to help explain the particularly good roll.
Example 2: Player 1: "Tiberius is going to appeal to Aemulius's love for protecting innocents by claiming that the rebels Tiberius wants him to smuggle out of the city are actually innocents the First Lord is hunting." Player 2: "That's a good idea. I think that's probably Intriguing. It would be Strong if Tiberius had evidence that they were innocents. Aemulius's is just going to ask that Tiberius give up the operation, since there's a high risk of getting caught." Player 1: "Yeah, he's pretty much accepted that. I think that's Neutral." Player 1 rolls well, Player 2 rolls poorly. Player 1: "How about Tiberius noting that a couple of the 'innocents' are women, and one is a teenager?" Player 2: "Yeah, that sounds like a great way to explain the good roll."
I also allow the rules for Seeking Advantage, Multiple Attackers, Fighting Aggressively and Defensively, and Disengaging to be used in social combat just like in physical combat.
I'm currently looking into adding (thanks @Misadventure for the idea) the idea that some wins may require compromise, depending on the percentage of the winner's lost SocialPoints (the social equivalent of hitpoints).