Generic: Social Combat

Compressed/deleted some posts on social combat as there are games out there which have cool mechanics already.

For example

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Apocalypse World

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Dogs in the Vineyard

so just find one you like and add it into your game.

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The idea here is that because combat involves a series of interesting decisions while non combat situations often only involve a single skill check, games drift towards revolving around combat. So if you want to broaden things out make non-combat situations into more of a mini game.

The aim would be to create an adventure like

  • the players have a trading ship that gets hired to take some scientists and supplies to resupply a research colony in a section of otherwise uninhabited space
  • the players have to jump through a number of systems, ice gathering to refuel along the way and rolling for mishaps
  • each mishap would lead to a mini game resolved using a non-combat mechanic where failure cost resources like spare parts, time and player strain
  • as strain increased mishaps would happen more frequently with more serious ones occur.
  • NPC passengers and/or crew could malfunction, especially as strain increased, requiring resolution using the social mechanic.

with possibly no combat at all and for that to feel like a satisfying game session with lots of drama.

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