As to the question of why there should be a social combat system:
Agamemnon wrote:If your character concept is "I want to be a smooth-talking con artist" then you had just better hope that your roleplaying skills are superb and that the GM wants to cooperate with you. Failing actual mechanics, you're relying on GM fiat for your cons to succeed.
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We don't require players to actually participate in HEMA to play swordsmen. Outside of my personal group, I don't think anyone who plays sorcerers actually dabbles in the occult. I couldn't vouch for how many thieves in my group actually can pick locks, but I've got a fair idea. So why would I require someone in my group to actually be a smooth-talking con-man in order to play one?
That's the ultimate rub. It's well and good to say "players can roleplay these things, we don't need rules" but literally no one can role play a character who is more socially adept than the player is.
Agamemnon wrote:The attraction is the same with the attraction in melee - it's simply far more interesting to play out as a sub-system or a minigame than it is to simply decide a difficulty and roll.
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The idea behind creating a social conflict system is the same as creating the dedicated system for melee - you're choosing to focus and expand on an area mechanically to make the action more interesting mechanically.
I totally agree and I think Agamemnon's points speak for themselves. If anybody disagrees and doesn't think those are important parts of an RPG, fine, but please try to make the rest of your comments constructive or just leave it alone. Sorry to be so frank, but I've wasted too much time arguing about social combat with people who don't seem to get it. It's not worth it to either party.
Agamemnon wrote:If we were going to have some kind of social combat system, my first impulse is that it wouldn't be all that different than what we're doing in melee.
I agree strongly with this statement, as long as it's understood to mean that social combat is not very different
conceptually and that it shares the same overall design goals. However, social combat cannot be the same
mechanically. The combat system of TROS was designed specifically to model actual historical combat and thus it has a unique, dedicated system. In my opinion, social combat deserves the same treatment if it's going to work well.
A number of people have mentioned Burning Wheel's social combat system (the Duel of Wits). Personally I think it's . . . I was going to say "awful" but I'll settle for "not optimal and not in line with the statements above."
The first thing you do in BW's Duel of Wits is to determine a Body of Argument, which is a static number that the opponent has to whittle down to win the argument. This is essentially the same mechanic as hit points and it doesn't have any more place in a good social combat system as it does in martial combat. The scripting system of BW has always been a pet peeve of mine, and thankfully I don't see anyone arguing for it here. Another problem with BW's system is that it allows ties, the result of which are that the players have to agree on a compromise with no mechanic to guide what compromise is reached. That defeats the whole purpose of having a social combat mechanic to me. You may achieve a Pyrrhic victory, but you can't just say "Oh we tied, now we'll talk it out and agree!" That's what the mechanic is
for in the first place.
These are pretty major flaws in my book. I admire Luke Crane for coming up with the Duel of Wits, but in a lot of ways it feels like a rough draft or a tacked-on system. It can work, but it's just not very sophisticated and definitely not what I would look for in a social combat system. It doesn't even compare to the detail and sophistication of Jake Norwood's combat system.
The social maneuvers themselves are decent and just about any social combat system will probably have something like them. The idea of maneuvers is definitely something we can take from the martial combat system.
Sorry that I can't post much more than that. Real life has me crazy busy right now.