There's a clear divide in the case of Power or Endurance between the player's capabilities (the "player strength") and their character's capabilities (what I've come to call "avatar strength") . The game doesn't ask players to lift heavy things to prove their character can; you can just roll dice and read the Power chart.
Social and intellectual skills have more "bleed" than that. A player could come up with a clever plan even though their character's an imbecile, for example. A well-crafted argument has real-world persuasiveness.
This bleed makes avatar social capability difficult to design. there are a lot of traps in the design, such as filtering a player's speech through a skill check.
I hate this: The player speaks in-character and creates a perfectly convincing argument. The GM then calls for a roll; the success or failure of the roll is the sole determining factor of the efficacy of the speech.
Why make the speech? The roll was the important part. Is the speech a special tax on using social mechanics?
Why not let the argument stand? Why use avatar investment as a handicap for player competency?
You understand that this player is persuasive, right? They're just going to charm you rather than your NPCs and if they can't they'll not bother with speaking in-character. You're incentivizing them away from desirable roleplaying with this strategy.
The opposite is just as frustrating; a player makes a roll that achieves a social result, and is then expected to argue in-character to justify the roll. "Your roll persuaded them, but what did you say specifically?"
This is exactly the same; in either case you're handicapping a competent part of the player/avatar dynamic by limiting it to the weakness of the other half.
I prefer an approach that realizes the best of both worlds; sometimes the avatar's competency leads, sometimes the player's.
Under this approach, there's a new problem, but one that I think is fundamental to game design: there is a double-reward for player competency.
Let me explain: say there are two players who make two mechanically balanced characters. Player A is a social dynamo, with impressive charisma and negotiation skills, while player B is socially awkward. Player A's character is a powerful swordsman, while player B's character is a charismatic dilettante with poor combat skills.
Player A can rely on BOTH his player -strength of negotiation and his avatar-strength of fighting, while player B can ONLY rely on his avatar-strength of negotiation. Clearly player A will have a larger potential for overcoming challenges then player B.
There's a clear imbalance here, but there's not a clear solution; it's not even totally clear that a "solution" is required. If, after all, total party competency is used as a measurement rather than comparing individual player/avatar effectiveness, then player A's competencies are a clear asset to the party.
The "filtering through a roll" design above is an attempt to rectify this dilemma, but I feel like it's wrongheaded. Avatar construction and design is simply another player skill; you prioritizing the skill you want to reward in a way injurious to a broader and more natural game appeal.
The fundamental problem of life itself not creating human beings in a comprehensibly balanced way is something that can't really be corrected within the context of an RPG. The best you can do is excise all player skills aside from a very narrow band, and that leads me to Castelvania 2:
The design of the first game challenged you, as a player. It required you to possess or acquire the skills necessary to progress deeper in to the game. But it rewarded you twice for this; first in the slow drip of additional later-game content, and secondly in a constant feeling of earned satisfaction in overcoming challenges with your planning, quick reaction, and real-world game mastery.
Castelevania 2 challenged your investment of time. the longer you played, the easier your avatar could kill enemies, the more mistakes you could make, the more powers you unlocked. In this way, it effectively un-trained your actual skill. You were incentivized to "farm" by repeating challenges of the same difficulty, to lower the challenge as more content was unlocked.
This is a stark example of player strength against avatar-strength. They're beautifully compared poles of the extremes of both.
I prefer to avoid both poles, because I think both approaches to playing a game have validity. In real life, we are not martial-arts superheroes; I have to accept some degree of avatar strength as valid design space, even if my natural tendency as a designer of games is to challenge player skill.
A well-designed RPG does both by embracing the "best of both worlds" approach; sometimes player skill leads, sometimes you need to lift a dump truck and there's just no real-world analog so you use avatar strength.
In an area of bleed like social rules, having a conversation about this is very important. I don't have a solid scientific measurement for "what a human being can accomplish with social skills"" as much as I have one for mechanical things like speed or lifting.
Because of that, the tiers have a more crunchy "what you can make a society do in the short/long run" vibe to them. This should be understood to be a pure expression of avatar strength; these same effects (or even far greater) can be achieved just by speaking in-character.
They're a tool that is used in addition to natural player skill, allowing them another way to overcome challenges. I even advise GMs to allow players to just roll rather than say anything; avatar social capability can lead, and this is a fine and fun way to play.
It's still not "balanced" in the sense of balancing player skill against other players; but then, what game could ever actually do that?
Heart
The skill of
empathy, charm, and persuasiveness. When characters need to communicate, deceive
another socially, or convince another of an argument, they use this skill. Use
Heart when you must:
·
Influence
many people at once
·
Lie,
directly or surreptitiously
·
Use
or shape the rules of culture
Heart
Effect Chart
Rank 0 /
Mortal: Unrolled Sway the opinion of a single mortal or small group
(1-10), tell a white lie, follow social customs in your home culture.
Rank 1 /
Capable Mortal: Result 10-19 Sway the opinion of a group of mortals
(10-50), convincingly lie through your teeth, shame others in your home culture
or follow basic customs in an alien culture
Rank 2 /
Peak Mortal: Result 20-29 Sway the opinion of a mortal family/ large
group (50-100), maintain a convincing false identity, shame others in a foreign
culture or establish customs in your native culture
Rank 3 /
Enhanced: Result 30-39 Sway the opinion of a large mortal organization
(100-1000), seamlessly replace another person through perfect impersonation,
establish customs in an alien culture or become a cultural tour-de-force in
your own
Rank 4 /
Superhuman: Result 40-49 Sway the opinion of an entire community of
mortals (1000-10,000) tell a lie so convincing that another doubts their
sanity, become a cultural tour-de-force in an alien culture or be an invisible
master of your own, controlling cultural norms and trends from the shadows
Rank 5 /
Titanic: Result 50-59 Sway the opinion of a mortal nation (10k-100k), engineer
a convincing false reality of lies for a single unfortunate person, “program”
cultural norms such that they return to a general template of your design
Rank 6 /
Minor God: Result 60-69 Sway the opinion of a mortal empire (100k-1
million), make a lie real through psychosomatic conditioning (you could spread
a rumor someone is sick, and they would be so convinced that their health would
deteriorate), program a cultural to remain in unchanging cultural stasis
indefinitely (the culture would become backwards luddites, rejecting any
innovation or deviance from its societal expectations)
…
Rank 7 /
Demigod: Result 70-79 Sway the opinion of a mortal civilization (1
million-1 billion), Lie to reality, creating physical changes in the world (you
could lie to a plant convincing it that it had been watered, or lie to a
mountainside that it is climbable when in fact it’s smooth as glass; this
replicates Rank 4 effects from physical skills or weaker effects), program a
society to inevitably generate people of certain personalities, skills, and
destiny, effectively creating near-perfect generational replacements for people
of your choosing
Rank 8
/ Major God: Result 80-89 Sway the opinion of a mortal planet (1
billion-10 billion), lie to Dharma so that you steal another’s destiny (for
example, you could take their Zui Consequences for them, paying their kharmic
debts with your own effort), program society so perfectly that Dharma
recognizes the rightness of your rule (this create a Defining Dharma centered
around upholding your society’s ideals)
Roleplaying
Speaking
in-character is possible (and encouraged) without any use of mechanics. Characters
may debate, bargain, intimidate, bluff, or otherwise interact socially with
other characters without ever touching dice. Simply say what your character
says, either directly (by adopting their persona and voice) or indirectly (by
saying “my character says…” and describing their statements)
If other
characters are convinced by their words, then your aims might be achieved
through pure roleplaying. This is a viable and fun strategy, especially if you
happen to have some real-world negotiation skills!
Keep in
mind, however, that the GM is the
arbiter of the attitudes, motivations, emotional state, and other social
elements of Non-Player Characters (NPCs). It will be up to them if a given
NPC is swayed by your words.
NPCs should
be portrayed in a consistent, comprehensible way; they tend to pursue their own
interests without taking undue risks, as normal people do. The promise of
greater reward generally convinces people to take greater risks; a guide might
take you through a dangerous shortcut if offered enough payment, for example.
Players have full agency over their
character’s feelings, ideas, motivations, and actions. A convincing NPC or other PC might
make any argument they wish, but a stubborn player can choose to disagree in
character. This is perfectly acceptable, and in fact is quite realistic
(intractable people exist, after all!)
Whenever a player wishes their
character to use their eloquence, persuasion or deceit in addition to or in
place of their own, that is when
mechanics should be used. This is also perfectly acceptable; even a socially awkward player might play a paragon of charisma!
Influencing mortal NPCs with Heart
actions
Swaying public opinion
Mortal human
beings with no Degree are
susceptible to simple manipulation through Heart actions.
Large enough
crowds naturally contain many different groups with varying ideas; appealing to
larger numbers of people becomes exponentially more challenging. This is why
the Effect Chart describes ever larger groups of people that can be influenced
as one.
Mortals must be exposed to the
message for it to take root. It might be a speech delivered in person, a broadcasted
message, or even a written message.
Only characters that understand the
message being conveyed are influenced. This means that, in addition to the difficulties of
broadcasting the message to large numbers of people, lingual or cultural
barriers to communication may muddle the message and ruin its persuasiveness.
Those
effected by such speech adopt the
argument as a moral truth of their universe; the philosophical point made
becomes a cultural norm for them. This doesn’t mean that they always act in
accordance with their newfound virtue; only that they recognize the speaker’s
point as virtuous and desirable.
Heart
actions need not be spoken aloud; they can be written, or otherwise
communicated. Manuscripts containing powerful persuasive arguments from ancient
Heart masters make up the bedrock of most societies, philosophies, and
religions.
Lying
All characters are susceptible to lying. Deception is one-way, mechanically
speaking; there is no mechanic that uncovers a lie, only one to create it.
Falsehoods, once firmly established, tend to remain. However, contradictions
and prior knowledge of deceptions can unravel a lie like a whisper in the wind.
NPCs treat
lies that convince them as facts; they don’t tend to dispute them and treat
those that do as simple-minded or paranoid.
PCs however,
are more complex; even though the character might have no reason to doubt a
lie, the player certainly does; they know that it’s been generated by a Heart
action!
Players are
the final arbiter of what their character believes and how they act. A lie
might be powerful enough to convince physics and the universe, but a PC may
still doubt it. Of course, they’ll be behaving in a way that puzzles NPCs, but
its best to let the player balance the harm of swallowing a known lie from the
social harm of doubting it.
However, players will not always know
that they have encountered a deception. For example, if they meet an imposter, they have no reason
to disbelieve their apparent (and false!) identity. How does a GM handle these
situations without harming the bond of trust between them and the players?
In the case
of an ongoing deception, it’s advised to give
the players clues so that they can figure out the deception with their
puzzle-solving skills. Three clues are
an acceptable amount, delivered over three scenes of interacting with the
deception (or faster, if you’re feeling generous).
This gives
players a fair chance to uncover the lie, without resorting to violently
interrogating every person they meet.
Physical reality and fate are
susceptible to lies of Rank 7 and 8 respectively. This peculiarity of deception
deserves further scrutiny!
Reality can be deceived, but just
barely. A character
loudly speaks to rocks and shrubs and weather, and if they achieve a Rank 7 or
greater Heart action, they can just
bluff physical reality.
This can
accomplish minor physical phenomena that are technically impossible; you could
make a dry flower grow by convincing it that it had been watered or argue a
rock into believing it was metal and therefore creating a magnet.
As a general
limitation to this, the phenomena created shouldn’t be a greater effect than
can be achieved with a Rank 4 or lower Power, Agility, or Endurance action.
This is a broad umbrella, and GMs are encouraged to allow the most creative and
entertaining results to stand.
Dharma can be fooled with a Rank 8
result. Here’s how
that works:
When you
trick destiny with a deception of that power, it thinks that you are the person
you proclaim to be. This allows you to temporarily share all their Dharmas,
even their defining one. You also pool Zui. This gives you several new options:
·
You
can spend your own Zui, or theirs, to punish either them or yourself (if you’re
feeling generous).
·
You
gain a Kharmic reward every time they earn one (they still earn the reward, you
just benefit as well)
·
You
can gain Kharmic rewards from following their triggers. You can even get the
Kharma from a negative trigger, then spend the resulting Zui to punish them!
You are
still limited by the normal rules for Kharma and Zui acquisition (one per
scene, per Dharma)
Cultural Norms. Trends, and
traditions
The pattern
of behaviors that inform a mortals’ daily life are their culture. Cultures can
be manipulated by a sufficiently skilled master: they declare their opinion
publicly and use a Heart actions of an appropriate Rank. Society disperses the
new norm through gossip, word-of-mouth, viral memetics, and other surprisingly
rapid and reliable methods.
Culture can
be manipulated in the following ways:
Fashions
(Rank 1-2): Fashions are short-term trends of behavioral expectations. What to
wear, what constitutes acceptable topics of conversation and similar social
expectations can be shaped with these actions. Those flouting the fashions are
considered uncultured, clueless, awkward, and uninformed, and NPCs will respond
to them appropriately.
Norms (Rank
3-4): Norms are long-term behavioral expectations. If a fashion is a fancy hat,
a norm is a fancy military uniform. Those acting outside of norms are seen as
having committed a serious faux-pas and are considered extremely rude and
tasteless. They are generally blacklisted and denied societal advancement and
benefits.
Traditions
(Rank 5-6): Traditions are norms that outlive the generation that created them.
They are held in an almost religious regard. Those violating tradition are
considered actively hostile to society, and often face both social and criminal
reprimands.
Castes (Rank
7-8): A Caste is a position and social rank both expected and cultivated by
society; kings, princes, generals etc are castes. Societies with a caste
structure generate talented and capable individuals to fill those castes; once
per caste per generation. If the caste member’s life is cut short, they are
replaced by the next most qualified individual born in that generation.
If a Rank 8 result is achieved, the GM should work with you to
create a suitable Dharma for the caste you create. Those inheriting that Cast
will inevitably achieve Degree 1+ from their dalliance with cosmic destiny.
Building Emotional Imbalances in
powerful NPCs
Heart cannot
directly influence characters of Degree 1+. Such champions of self-mastery are
beyond the grosser influence that sways the mortal horde. However, they may be
targeted for social influence in a more insidious way.
In addition
to striking with fist and blade, characters
may use their Heart skill to injure their foe emotionally. This represents
powerful but subtle manipulation of the character’s feelings and ideas by a
skilled speaker; it is harmful and manipulative, injuring the target’s psyche.
·
This
manipulation follows the standard rules for attacks, except the Heart skill is used
on both attack and defense.
·
Normal
Techniques cannot boost or defend against such manipulation, but Social Gupt Kala can be used instead.
Gupt Kala are covered in the Magic section.
Rather than
injuring a target’s Health, a successful social attack creates an Emotional Imbalance (or worsens one,
see below). It does this by building Aggravation.
·
Aggravation
is the emotional equivalent of damage. For every point by which your social
attack exceeds the foe’s social defense, a point of Aggravation is generated.
·
Aggravation
works “backwards” from health; where health begins as a series of unfilled
boxes, Aggravation builds as it is generated. Every 10 Aggravation increases
the Emotional Imbalance by 1 Rank
·
Before
the first 10 Aggravation, the Imbalance is at Rank 0; this means it does not
have any mechanical penalties. Such minor Imbalances are too weak to influence
a character’s behavior.
Additional
social attacks may continue to build Aggravation on an existing Social
Imbalance or may be used to create a new one. A character may have a total of 3
unique Social Imbalances at one time.
Once the
Imbalance is established, it behaves in the normal way: see the Imbalances
section for full rules on Social Imbalances.
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