Zombra
An iron rock in the river of blood and evil
Lemming42 have you played Griftlands? I have not but I'm intrigued by its use of cards to resolve negotiation conflicts. Might be worth checking out.
I see a lot of people here saying "Get rid of speech skills altogether, just make the players use real-world reasoning to decide what to say" .... yet no one has a problem with RPGs abstracting swordfighting?
1. Surrender.
2. Kill them with your sword (Sword 80%)
grognards would scream bloody murder. Yet for some reason they're terrified of dealing with actual systems to model other kinds of conflicts.
Abstraction of social skills is a very cool idea. I want to see RPGs abstract all kinds of different skills. Having killing things be the only complicated systems in RPGs is fucking ridiculous.
Lemming42 Your card (mini)game idea has a lot of merit, I think. Puts me in mind of the "Duel of Wits" system for the excellent TTRPG Burning Wheel, which has a bunch of "social maneuvers" that match against each other. The same way physical combat can have Parry, Thrust, Bash, Dodge etc., BW has Point, Avoid, Obfuscate, Dismiss, and so forth for social conflicts. Maybe card game isn't the perfect way to frame it for all games but it's a start for thinking about it. Probably would make more sense to model the exact system on other existing systems in a particular game, e.g. a phase-based blobber would use a phase-based social system too, with "will points" instead of hit points or whatever.
I see a lot of people here saying "Get rid of speech skills altogether, just make the players use real-world reasoning to decide what to say" .... yet no one has a problem with RPGs abstracting swordfighting?
Exactly. If combat skills were pass/failI don't get why people are so hard on skill-check mini-games. Without that, the check becomes a binary pass:fail where the player has little to no agency in the challenge.
1. Surrender.
2. Kill them with your sword (Sword 80%)
grognards would scream bloody murder. Yet for some reason they're terrified of dealing with actual systems to model other kinds of conflicts.
Abstraction of social skills is a very cool idea. I want to see RPGs abstract all kinds of different skills. Having killing things be the only complicated systems in RPGs is fucking ridiculous.
Lemming42 Your card (mini)game idea has a lot of merit, I think. Puts me in mind of the "Duel of Wits" system for the excellent TTRPG Burning Wheel, which has a bunch of "social maneuvers" that match against each other. The same way physical combat can have Parry, Thrust, Bash, Dodge etc., BW has Point, Avoid, Obfuscate, Dismiss, and so forth for social conflicts. Maybe card game isn't the perfect way to frame it for all games but it's a start for thinking about it. Probably would make more sense to model the exact system on other existing systems in a particular game, e.g. a phase-based blobber would use a phase-based social system too, with "will points" instead of hit points or whatever.