Reading
Black Vulmea’s excellent post on social interaction in role-playing games makes me somewhat concerned that my repudiation of –C’s “On the Immersive Lie”
and “On the Fiction First Failure” posts make me sound as though I am averse to
rolling dice at all where social interaction is involved.
As Black
Vulmea rightly points out, there is a similarity between “I roll Diplomacy!”
when involved in a social setting and “I roll Tactics!” when involved in a
combat. Just as we expect the player to
determine his character’s own tactics, we expect the player to determine how he
approaches a given social interaction. And, in both cases, dice or other widgets may
come into play to resolve what then occurs.
The problem
with –C’s posts is the idea that deciding what you do before determining how to
resolve the outcome is stopping the play of the game in one post, and damaging
to (the non-existent, according to –C) immersion in the other.
Let’s
imagine that you have an actual altercation, in real life. The “tactics” of “rolling Diplomacy” include
understanding the opposing point of view as well as ordering your own
priorities. Ordering your own priorities
is important because negotiation usually requires compromise, and you may have
to cede something you would like to keep in order to gain something you need or
just want more.
“TalkingClix”
occurs when the GM believes it is just too hard to understand the NPCs’
motivations, and/or the player wants to gain the benefits of negotiation
without having the inconvenience of giving anything up. In some cases, this just means giving up the
degree of pride necessary to ask forgiveness or for a favour. It occurs when you begin to argue that
knowing what is happening in the fictive milieu isn’t necessary to resolve what
occurs (or even damages resolution), and that, since the fictive milieu isn’t
real, immersion doesn’t matter/doesn’t exist/is harmed by seeking to understand
what occurs in the fictive milieu prior to applying results.
Effectively,
this is an argument that dissociated mechanics are better for resolving action
within a role-playing game than associated mechanics.
Whether a
character is walking across the floor, riding a horse, climbing a rope, or
trying to convince a goblin to let her pass, the dice are rolled if (1) the
outcome is in doubt and (2) the outcome matters, typically due to a time limit or
some danger involved with failure. For
example, no roll is likely required to kill a sleeping goblin, but a goblin who
is armed and aware offers the potential consequence of being attacked in return
(with related issues of hit point loss and possible death).
Abstract hit
point loss works because it leads to a far less abstract potential
outcome: character death. I do not think that many players would enjoy
a game in which they had no say about what their characters offer in order to “roll
Diplomacy” with a kobold. The consequences
are made concrete in a fiction-first system by having the players set them
(i.e., “IF you let us cross the river here, THEN my brother will marry one of
your daughters.”) The outcome, if in
doubt, may then be rolled for, or engaged through a series of mechanical
widgets, based upon the game rules and the desires of the participants.
Mechanics
for social interaction are not the problem.
Mechanics that subvert fiction-first, immersive social interaction
(i.e., dissociative social interaction mechanics) are. That is when you find yourself playing
TalkingClix instead of a role-playing game.
"Whether a character is walking across the floor, riding a horse, climbing a rope, or trying to convince a goblin to let her pass, the dice are rolled if (1) the outcome is in doubt and (2) the outcome matters . . ."
ReplyDeleteThis is pretty close to my reply to one of the comments to my post - one of the referee's jobs is to determine if and when a roll in necessary. Most social interactions between characters don't require a roll at all - it's only at the 'crux move,' where reasonable uncertainty as to outcome exists, that a roll is important.
Agreed, assuming (as you say) reasonable uncertainty exists. This is far different from what -C is proposing.
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