Saturday, February 27, 2010

On Social Skills for Characters in RPGs

I've seen a number of arguments for and against the presence of character social skills in tabletop RPGs, and further discussion on how they should operate in play if they're present at all. I'm personally in favor of social skills as a quantifiable advantage on one's character sheet. That is to say, I think a player should be able to buy skills and abilities for his or her character which make that character more capable through the game's mechanics of getting what he or she wants in social situations, be it through impassioned plea or conniving falsehood.

I understand the argument against letting modifiers to die rolls dictate the success or failure of social activities in play. After all, folks in this hobby tend to pride themselves on the "roleplaying" part of our hobby. We're dismissive sometimes of "those guys playing World of Warcraft" and their so-called RPG because there's no actual roleplaying required to get by in the game. Players of offline console or computer RPGs get a little closer to being able to roleplay a character and have a meaningful impact on the game's world, but they're still generally picking a canned response from a list of possibilities. A player can't have his character ask unscripted questions in the game, so the sophistication levels off at a point akin to a choose-your-own-adventure book with a dice roll happening behind the curtain. This is a sorry substitute for having the freedom to say whatever comes to mind when we roleplay at the table. Given that freedom in the tabletop medium of play, I can see why some would disdain relegating success or failure to a roll of dice.

Still, when push comes to shove, I can't let go of letting game mechanics help a PC out in social situations, and my argument in favor of this centers on escapism. One of the major reasons I play tabletop RPGs is to be able to get away from the ordinary life I live every day. For three or four hours a week, I'm not that chunky single guy with an under-utilized college degree. I'm a bold fighter or a cunning wizard with a world depending on my victory. I'm taking part in a legendary tale with the fate of the world resting on its outcome.

So we play, and we escape. We do it through a medium of words spoken around a table. We let die rolls alongside game mechanics substitute for the fact that I'm not a muscle-bound swordsman or a master of fearful arcane magic. Why should it be any different for a player who wants to escape by playing a silver-tongued seductress or charismatic general? Being socially competent is no less or more silly a thing to wish one could be than any other ability.

I think the medium is a big part of why people argue against the mechanical modifications to social activities. There's a freedom of will at stake for PCs and NPCs. If you, acting like your character, couldn't convince King Lockmoor to lend his troops to your cause, why should he illogically buckle once the player rolls the dice? I admit that it can threaten the believability of the fiction in some cases.

There are a few things I can think of that your group can do in play to limit the disconnectedness between what a player might narrate and the amount of impact the dice might claim he's had.

Let Uncomfortable Players Narrate Social Actions in 3rd Person - This is probably a less desirable solution for most games. The majority of players I've run into prefer to speak for their characters in 1st person. Still, if a less skilled player controls a face character, he or she may be more comfortable saying, "I ask him this," than he or she is stammering through the question in character. The more eloquent character's speech can be imagined as happening in the fiction.

Roll Before Speaking - This one may or may not work well depending on preferred styles of play. I think it mostly helps in situations in which the player is more charismatic than the character. If a player knows whether his or her roll has succeeded in advance, he or she can flub the execution or deliver smoothly in response. There's a degree to which this takes away free will that can grate on some players, but it does prevent the disconnect that happens when a really convincing argument goes nowhere because the dice said so. Alternately, the GM could fix the result on his or her end by making a reason for the NPC to take offense at or misunderstand something that the character said in response to a classy delivery. Basically, the GM canonizes a logical reason for the attempt to fail which likely didn't exist prior to the flubbed die roll.

Let the Die Roll Generate Hints - Couple this with rolling before speaking. If a socially-inept player with a smooth character makes a great successful roll, take a moment out-of-character as the GM to deliver some info about what would sway the NPC more. If a player is told, "The king is a known friend of the dwarven lord you defended earlier. If you can show some evidence that you're also that lord's friend, he'll be more likely to budge," that player will be primed to provide sensible narration.

There's a good reason that people are divided on the issue of using social skills in RPGs. The amount of reliance on die rolls and modifiers in social situations can have a great impact on how entertaining and immersive the resulting fiction is. While I understand that, I still think it's a greater shame to limit the breadth of escapism by forcing players to come to the table with a particular competency just to play a character archetype effectively. A little extra effort can help curb inconsistencies in narration, and I think it's worth the effort to let a player play his or her dream character.

4 comments:

  1. Amen to the idea of social mechanics! As one of the socially repressed people who enjoys playing charismatic leader types, I appreciate escaping the bonds of my own limitations. I have a couple options I'd like to add to your list.

    -Only roll when needed-
    Allow the dialog to unfold organically, only calling for a roll if a character is falling short of his or her statistics. If the players and DM can reach a satisfactory result without a roll of the dice, that's just fine for many situations. If the charismatic character makes a good argument for why the king should help the party, the king/dm can just accept it and continue without stopping. If, on the other hand, a less charismatic player is falling short of their character sheet, a roll could provide a clue or just indicate unusual good luck overcoming a spotty performance.

    -Let the RP determine a bonus/penalty-
    This should be done with caution, as it may tend to penalize the less charismatic players, but still has potential. Let the RP happen first, and apply a penalty or bonus to the roll depending on the performance or argument. If the bonus/penalty is determined relative to the player's abilities (which would require a wise and experienced DM who knows the player well), it can be done without being unfair to players playing above their CHA score.

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  2. Thanks for commenting and adding additional tips!

    I'm definitely in favor of letting RP determine a bonus in social situations. It occupies the same space in my head as giving a character a bonus in combat for, say, flanking an enemy. Whether you're making a good decision about where to stand or what to say, rewarding good decisions is an important part about the "game" part of the roleplaying game.

    That said, I'd be a bit reluctant to assess a penalty unless the player was clearly not coming halfway on his or her effort. "I talk pretty and make him do it!" *rolls dice*, is unacceptable.

    Though when I think about it, if you have a player at your table behaving like that, you probably have a bigger probably have a bigger problem than social mechanics on your hands. ^_^

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  3. As you and some of your readers may recall, I once played a female bard named Lupa. Lupa was notorious for trying to use her breasts to get everything she wanted. Most of my attempts to roleplay her ended with the phrase ..."but I'm hot, so I roll Diplomacy". That's the sort of situation that should earn a demerit on the roll. Granted, Lupa was my first attempt at a charismatic character and my first attempt at playing a woman, but really, I reduced charisma and femininity to boobs, a cop-out that the DM could/should have called me on.

    And in a theoretical sense here's a defense of stiffer and more frequent RP penalties; Just as you can get a bonus for flanking an enemy, enemies can get bonuses for flanking you. If a player trying to be convincing can't rebut an argument made by an NPC, shouldn't that be the same as a player who finds himself in a disadvantageous situation on the battlefield? It's a rare DM who will give a bad strategist a free pass on the battlemat; why should we be more lenient in RP? Is it just because RPG players tend to be better at strategy than at speaking? Do we lower the bar so that we all have an easier time? Whether a PC is tactically maneuvered into a corner on the grid or talked into a corner in discussion, shouldn't poor player decisions carry the same weight as good player decisions?
    Granted, it's easier to quantify poor tactical decisions; you can determine with absolute certainty whether or not a character is flanked, while the quality of an argument is more subjective. Still, if we're going to subjectively give bonuses based on RP, doesn't that validate subjective RP penalties?
    As a way to soften the blow of such penalties, all RP bonuses/penalties could be applied secretly by the DM to the target number. This would limit the potential for embarrassing players who are penalized.

    Sweet fancy Moses, Rob, I miss having discussions like this. Preparations need to be put in the works for a grand reunion/convention of the nerd group; I think we're all missing the good old days.

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  4. I think you hit the nail on the head when you mentioned that it's easier to quantify bad tactical decisions. We've played a lot of D&D in particular, but a substantial number of other RPGs have highly detailed combat systems as we well know. This makes sense of course, since the outcome of a combat can determine whether or not a character lives to see tomorrow.

    That aside, you've got me thinking now about trying to build a social interaction system for an RPG that takes into account some more objective details. (I actually brainstormed about it with Josh over Skype a while back.) Perhaps it will be the topic of today's post, and I can subject it to review and criticism.

    And yes, we do need to have a reunion.

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