Wednesday, 8 May 2019

Social Mechanics for OSR D&D



I'm looking for feedback on this system, which I haven't playtested yet. The purpose is to give more structure to tense social encounters, such as with monsters in a dungeon. The Patience stat puts a time limit on the conversation, and the 'End of conversation' boxes make the stakes clear to the players. I hope this will make the social encounters feel more 'fair' and thus allow the DM to dole out serious consequences if the social encounter goes poorly.

 This system combines a few ideas from OSR bloggers (I don't think I'm the first to come up with a 'Patience' stat) with dice math based on Apocalypse World moves. Design notes are in italics.

The Conversation Game
This subsystem is for use when encountering unfamiliar or potentially hostile NPCs, particularly in the wilderness or dungeons. It is not necessarily applicable to simpler social encounters such as with a quest-giver or a shopkeeper. The purpose is to create tension and interesting choices for the PCs.
These rules refer to NPC (singular) but can also be applied to a whole group.

Basic Procedure
-       When the NPC is encountered, make a Reaction roll to determine their Attitude and Patience.
-       PCs converse with the NPC. Each significant action in the conversation takes one Conversation Turn.
-       After each Conversation Turn, reduce Patience by 1. When it reaches zero, the NPC ends the conversation in a manner appropriate to their current Attitude.

The Reaction Roll
When the NPC is first encountered, roll 2d6 and add the highest Charisma modifier of the PCs’ group. The total amount is the NPC’s Affinity. The number shown on the highest die is the NPC’s Patience. (This is the only place where Charisma affects the encounter. I did it this way so that a player with high CHA gets to feel rewarded, but everyone can still participate in the conversation without being suboptimal.)
 Affinity represents the NPC’s overall disposition toward the party. Patience represents how long they will converse before taking an action that ends the conversation.

Affinity Track
2
3
4
5
6
7
8
9
10
11
12
Affinity Mod
-3
-2
-1
-1
0
0
0
+1
+1
+2
+3
General demeanour
Hostile
Unfriendly
Neutral
Friendly
Helpful
End of conversation
Attacks; flees
Leaves; pursues own goals even if in conflict with PCs
Leaves; pursues own goals if not in conflict with PCs
Offers alliance or gift

(I envision this track on a sheet of paper in the middle of the table, with a token to show where on the Affinity Track the NPC is sitting.)
 
Conversation Turn
A Conversation Turn is an abstract measure of how the conversation has progressed. One Conversation Turn is something that moves the conversation forward and has a measurable effect. One Conversation Turn might cover:
-       A few sentences of back-and-forth dialogue
-       A single important question asked by the PCs
-       One of the specified Conversation Actions below


Conversation Actions

Improve Affinity: Covers all attempts at flattery, boasting, charming, gift-giving, and anything else where the main purpose is to make the NPC like the PCs more.
Roll 2d6+Affinity modifier:
On a 10+, move one step up the Affinity track. 
On a 7-9, the NPC may be unmoved, or may demand a gift or promise; if the demand is met, move one step up the Affinity track. 
On a 6-, the NPC is irritated and one extra point of Patience is deducted.
Bonuses from +1 to +2 can be applied by giving a gift the NPC likes, making a concession (e.g. throwing down weapons), or using techniques relevant to the NPC (e.g. flattery gets a bonus on a prideful NPC).

Make an Offer: Covers all attempts to trade, swap information, make an alliance, etc.
Roll 2d6+Affinity modifier:
On a 10+, the offer is accepted. 
On a 7-9, the NPC makes a counter-offer. 
On a 6-, the offer is rejected. Move one step down the Affinity track.
Bonuses and penalties from -2 to +2 are applied if the offer is unusually favourable or unusually unfavourable.

Make a Threat: Covers all attempts at extortion, scaring away, forcing submission, etc.
Roll 2d6 (no Affinity mod)
On a 10+, the NPC submits to the PCs' will, but moves 1d4 steps down the Affinity track.
On a 7-9, they retreat or make a counter-offer, and move 1 step down the Affinity track.
On a 6-, they attack or flee.
Bonuses and penalties from -2 to +2 are applied based on the relative strength of the PCs versus the NPCs.

Tell a Lie: Covers all attempts at deception.
Depending on the content of the lie, it can instantly set the NPC’s Affinity track to a higher number (e.g. if you convince them you are an agent of their king, their Affinity is set to 11 or 12).
When you tell a lie, roll for its starting HP based on how plausible it is:
Implausible: 1d6-3
Plausible: 1d6
Airtight: 2d6
Add the NPC’s Affinity modifier to this roll.
(I envision a space on the sheet, below the Affinity track, where you can write down lies and put dice to show how much HP they have left. These lies could potentially continue across multiple sessions and multiple encounters with the same NPC.)

Lies
Each lie told has its own pool of HP (Hoodwink Points). If this pool goes to 0, then the NPC no longer believes the lie. A lie’s HP can never go higher than 12.
-       When the NPC sees/hears something that seems to disprove the lie, then the lie takes damage (1d4 for mildly suspicious, 1d6 for quite suspicious, 2d6 or more for blatant contradiction).
-       When the NPC sees/hears something that seems to be evidence for the lie, the lie is healed (1d4 for mild evidence, 1d6 or more for strong evidence).
-       Whenever a lie takes damage, the PCs have a chance to negate the damage if they make up another lie that explains the inconsistency. Roll HP for this lie separately.
-       When a lie reaches 0 HP, it ‘dies’ and the NPC stops believing it. When this happens, all other lies told to the NPC take 1d6 damage (possibly causing a chain reaction) and the NPC’s Affinity track moves down 1d6 steps.

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