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xiombarg
05-11-2007, 12:13 PM
So, I have five players. We're going to be doing a Burning Sands game soon, our first ever BW campaign, as we're already playing a D&D game on alternate days and my players want something a little more SF. (The fact that we've been playing a long-term D&D 3.5 game becomes relevant below.)

To introduce the players to the system, I ran The Sword (http://www.burningwheel.org/wiki/index.php?title=Image:TheSword.zip). We had a Duel of Wits and a Fight!, without Positioning or Stance, before we were done. We finished up that scenario last night.

One of the players expressed some concerns about rolling for social situations. He said he'd rather just argue, and then decide in character. I said this was fine, but it didn't allow people to increase their Social skills, plus the Burning Wheel ethos is you roll whenever something is important. A trivial argument wouldn't be determined by dice, but anything important, even between PCs, should use dice. It's notable that this player is the best at arguing and social manipulation in the group, and often dominates discussions at the table, so I suspect a lot of this is he fears the loss of control. After he left for the night, several of the less socially-dominant players seemed to like the idea of occasionally being able to outroll the socially-dominant player.

We have a Yahoo group for our gaming group, so I sent the following email out in response to his concerns, and I wanted to know what y'all thought, and if you'd have anything to add:


The longer I think about it, the more I like rolling for social stuff. Remember it doesn't have to be a full Duel of Wits, it can be a simple pool vs. pool test, but you always roll when rolling for a conflict. The rule for Burning Wheel is "Say yes, or roll."

(BTW, as an aside, check out this cool intro to the rules: http://www.burningwheel.org/wiki/index.php?title=Introduction_To_The_Rules )

As far as I can tell, the arguments against rolling for social conflict can be boiled down to three complaints:

1) If I make a good argument, I should just win through my own OOC social mastery, represented by IC roleplay. Let the PCs make the decision, not the dice.
2) This penalizes roleplaying rather than roll-playing.
3) This is cumbersome.

The responses here to each argument are:

1) Um, no. It's nice that you're used to dominating the table because you're good at arguing OOC. However, by making every conflict -- even a social one -- come down to a roll, this has two benefits. First, it allows people to play characters more socially adept than they are. That much is obvious. Secondly, and more importantly, it lets players who are often quiet or browbeat by other players a neutral way to get their "say" in IC. I find in more freeform games, like even Unsung (http://www.ivanhoeunbound.com/unsung.html), the GM has to try extra hard to make sure the quiet or less socially adept players aren't rolled over. With this method, there's a neutral mechanic that ensures that the quiet players can sometimes have their way, even if the player isn't good at arguing with the talkative guy OOC, or don't feel like going in a circle with you again. This is a good thing from a social contract point of view; remember, wanting to get your way all the time is just selfish, and this is about everyone's fun.

2) I'm not buying it. If playing in-character and being able to argue well is enjoyable, it's enjoyable without the additional reward of "winning" on top of it. You should do an impassioned speech because it's fun, not because you feel it should automatically browbeat the other players. And in fact, such impassioned speeches are rewarded -- you can easily argue for an Advantage die after such a speech, so you're still getting an advantage against the less eloquent players, just not an overwhelming one. Roleplaying isn't penalized. It's just not rewarded out of proportion, as it should be enjoyable by itself anyway. (Plus, cool roleplay earns you Artha. Maybe you didn't make the roll to convince the other PCs, but you're going to get Artha for showing off your IC Beliefs in a relevant way.) Also, you can't advance your social skills under this system unless you roll.

3) You don't have to use the Duel of Wits system, or the Fight! system for that matter, for every conflict. If it's not worth the extra effort, but it's still important enough for a roll, just do a Versus roll, possibly with Helping. You can't tell me that rolling up to approximately 1-7 dice and counting successes is "cumbersome", especially when successes are so simple, and the "Let It Ride" rule means that once the simple roll has been made, no one call call for constant re-rolls and continued arguing. And let's face it: Every GM and player has dealt with these IC arguments about what to do that last forever and go in circles, with the GM saying over and over: "So, what are you guys going to do?" It's nice to be able to cut the Gordian knot and be like: "Okay, figure out the stakes for this IC argument are and roll."

IN GENERAL, the fact of the matter is not everyone enjoys playing out every bit of dialog IC, especially when no one seems to want to budge IC. Yes, that's cool roleplay, but the system already rewards that with Artha and possibly Advantage dice. I'm all in favor of more streamlined or nonexistent social mechanics in LARP, but that's because too much social mechanics break immersion, while a tabletop game (to my mind) is less about immersion and more about standing back and creating a good story from a more neutral perspective (Director Stance), since that's easier to do in a tabletop context.

Yes, in general I prefer system-light games, but I already did that with Noblis. Burning Wheel interests me because it's crunchy, but the crunch does things that I like, like create rich tactical detail based on outsmarting your opponent on the fly, rather that huge amounts of pre-planning. Instead of making sure you have the exact right spells memorized and the right Feats in place with tons of between-gaming planning and the use of system combos ("system mastery"), a style of play that emphasizes pre-planning, the Burning Wheel rewards leaping ahead and doing something.

You earn XP for a skill whether you succeed or fail -- the important thing is you did something. You earn Artha for playing your Beliefs and Traits to the hilt. Again, the important thing is you moved forward and did something, and the emphasis on dice is to create a roller-coaster of success and failure, rather than a game where you can always succeed because you figured out the right combination of stacked spell effects or your Aspect is unusually high and you've figured out the loophole in the Shibboleth. (Not that there's anything wrong with that style of play -- I enjoyed running Noblis -- but both Noblis and D&D emphasize good planning over rushing forward and trying to be a hero. I want something different now.)

Ultimately, I suggest trying it before condemning it.

Comments? Questions? Rude remarks?

jchokey
05-11-2007, 12:54 PM
A nice post.

Now, in my group of complete newbies (including me), we've only played one session ("The Sword"), although we're playing "The Gift" next weekend and then doing chargen for a campaign....

However, from our limited practical experience, our main impression (or at least my impression, which was echoed by at least two other players) was that DoW was not at all cumbersome. I personally was shocked (pleasantly) by how fast he DoWs went... especially since we were all quite new to them. So, I would say that think the 'it's cumbersome' objection (#3) is really a non-issuel... especially if one considers that far more time could be easily be spent debating over 'what to do' out of character.

As for objection #1... the one comment I might add is that (again, from my limited perspective) it appears there still *is* a bit of room for OOC ability to shape discussion and decision n the DoW process. This comes in the form of having the player stating the outcome if his/her character wins the debate. It also comes in the form of negotiating what the compromise is, if the winner did not win without also losing some BoA points. So, it's not as if there's no room at all for player ability to shape argument at all in here. Perhaps you might encourage the player who's making objection #1 to regonize that there is some room for him to apply his skill at shaping arguments OOC to those specific ways.

Paul B
05-11-2007, 12:54 PM
The arguments against using social conflict mechanics are really, really well-trod ground. Poke through rpg.net for one of the neverending arguments against the very concept of it (regardless of specific implementation).

IME the folks who argue most stridently against any and all rolling related to social conflicts come down to one or more of the following:

* Hardcore traditionalists. They've never done it before, therefore they should never have to do it.

* Players who fear they'll lose what personal advantage they already have within an RPG. Many players are either really good at arguing for what they want in-game and/or have an established social relationship with their GM. As players, they're good at getting what they want. Their characters may not be so good at it.

* Players who don't want to be forced to divide their character development across more than one kind of conflict. They want their niche protected, goddammit, and that means dumping all your effort (during character creation, and later as you spend XPs) into the one thing you're going to be good at.

* Players who feel that rolling out social conflicts is anti-immersive.

Given the DoW is almost certainly the core conflict system of the Burning games, this stuff really needs to get hashed out with your heel-dragging player. IMO it is non-negotiable, particularly since the game wants to model characters who are better and worse at certain kinds of social interactions.

Points to make in favor of using the DoW:

* Everything is negotiated before rolling starts. There is no mind control.

* The system has teeth! You can now focus characters on being really good talkers and have them be effective in-game.

* It is tactically interesting, particularly if you've been smart about setting stakes the other side cares about: If they don't want to compromise, they'll work harder than just point-point-point.

Hope it helps,

p.

Glendower
05-11-2007, 01:16 PM
I wrote out our group's most recent Duel of Wits here (http://www.burningempires.com/wiki/index.php?title=Prometheus_Chained&burninge_BEwiki_be__session=1cf519ec3bb03e5990f54a 87da408307#Ivo_Ker_Martin_Conflict_.28DOW.29_vs_Al exander_Taurus) on the Wiki, transcribed from the recording of the session. It rocked the socks, it was nailbitingly tense (my dismiss getting totally blocked, followed by him dismissing when I hesitated was a showstopper), and the outcome was constantly in doubt.

In short, it was verbal combat every bit as intense as a gun battle. The Duel of Wits is essentially the clarion call of the wallflower, the omega, the quiet and passive to take arms against those that can talk faster and louder than they can. It's taking the power back, Banner to Hulk style. Raise those fists and Roll!

xiombarg
05-11-2007, 01:24 PM
I was impressed with the speed of DoW as well, and the level of detail. It can be a little cumbersome, but it's a matter of getting used to it.

He definately thinks the DoW mechanics are overcumbersome. He half-seriously threatened to use the OOC tactic of getting his way by threatening to use DoW whenever people disagreed with him, and getting them to cave in because they don't want to deal with the mechanic. I made it clear that A) we can always do a normal Verus test and B) doing that just makes you an asshole, and we'll call you on it. :)

This player has a history of bitching about any system he doesn't 100% agree with. When I ran a FATE-based game, you should have heard him bitch about the skill pyramid. He was fine with Noblis, as he was the one that encouraged me to run it. He is fine with D&D, because he's a pre-planning GM, and this lets him exersize that sort of control as a player. He is fine with Unsung (http://ivanhoeunbound.com/unsung.html), but that game has virtually no social mechanics, so his social dominance is unchallenged. In fact, in the Unsung game I'm currently running, his character is the leader.

I do think this player largely fits into the "Players who fear they'll lose what personal advantage they already have within an RPG" category. He likes more freeform, GM-fiat systems (like Noblis) where he can persuade the GM that his plan is going to work. Thowing dice in there reduces his ability to deal with that, especially the way BW does it, especially when you put "Let It Ride" in there. (Dice are mitigated in D&D by system mastery and in Unsung by metagame currency and system focus.)

I made it pretty clear, both in person at the table and in the email above, that he's going to have to suck it up and roll. And given the fact that at least two other players seem to like the idea of being able to occasionally mitigate his social dominance, I'm not too worried about it, I just want to make it clear to him we're not punishing him per se but giving the mechanic a fair shake.

Paul B
05-11-2007, 01:34 PM
Oops, my bad. I didn't understand the existing dynamic with this player. Let me rephrase:

Fuck him.

Seriously. Life's way, way too short to tolerate this sort of passive-aggressive bullshit. Use an OOC threat of hanging the system over your head? WTF.

Fuck him. Kick him from your group, never look back, breathe a collective sigh of relief as the dark storm clouds clear.

p.

xiombarg
05-11-2007, 01:39 PM
Oops, my bad. I didn't understand the existing dynamic with this player. Let me rephrase:

Fuck him.LOL. Naw, he's a good player. Bitching aside, he did a very entertaining job as the Dwarf in The Sword, and he was willing to try out the mechanic. I said "half serious" for a reason; I think he was trying to make the system seem ridiculous, and failing. :)

I think it's just a matter of making it clear we're not going to do things his way, and why. I think he'll actually enjoy himself after we do it a couple of sessions, so it'll hardly matter. He's generally good about rolling with what the GM and group want, I think it's just a matter of making things crystal clear.

Glendower
05-11-2007, 01:46 PM
He does sound like a wet blanket. I had someone do something like this during my playtest of the Burning Wheel game, when I ran the demo "The Gift". I asked him to cut out the negativitity and give it an honest go, and he didn't, utterly ruining the scenario with his scornful critique of every system he could get his hands on. We then went on to play a rocking campaign (http://www.burningwheel.org/wiki/index.php?title=The_Frozen_Vise) without him present.

You don't need five players. Those other players sound about right. Tell that guy the game isn't for him, and he should sit it out. I'm assuming he's a friend, so I won't suggest you to tell him to go fuck himself, but maybe tell him that the game doesn't agree with him, so he shouldn't play it with you. He's already got the one week Burning Wheel / One week something more traditional schedule, so he's still playing.

But Paul's right. Life's too short to knuckle under to some socially dominant douche. A "Joking" suggestion to tank a game with a dick move like that puts all the hairs on my back at attention, and puts the murder in my eyes. Lots of bad memories of other dick moves from douche players in other games surface. However, see my second paragraph of diplomacy if this guy is in fact a friend.

Paul B
05-11-2007, 01:51 PM
You have more patience than me!

I have a very, very dear friend who pulls this nonsense with me every now and again. He's singularly responsible for killing my first Burning Empires game with stuff like this. Bitched, moaned, complained, rolled the eyes, etc. Called conflict resolution "the death of fun" and the Duel of Wits "ar-oh-el-el playing."

I had to put my foot down about three sessions in and said, "Dude! I can't have this. I'm gonna restart but if you're not going to make the effort I don't want you at the table."

Getting the players to drink the Kool-aid is necessary for every game out there, but BW/BE apparently needs to convince people that tuna/grapefruit punch is going to be tastier than it sounds.

p.

stormsweeper
05-11-2007, 01:53 PM
So he tries to start a DoW with every minor NPC? Just have them really go for the jugular with their Body of Argument, and fight for a major compromise.

xiombarg
05-11-2007, 01:58 PM
Guys, I have no problem with kicking someone out of a game if they cause problems. Hell, in my local gaming community I've been the biggest advocate for that sort of thing.

This gripe only came up on the second session of a two-session one-shot run of The Sword. He participated, without complaint, in the DoW that did happen, and didn't talk about it until the next session. I think you're getting a lopsided view from my post here. :)

If he keeps bitching about the mechanics, I'll ask him politely to sit out, but I think so long as I've made things crystal clear, it should be fine. Griping a couple times in one session out of two hardly constitutes a trend so far. Even in the FATE example, when I made it clear he had to deal with the pyramid, he complained a little but he complied, and the game went really well with his creative contribution.

I appreciate the Gordian-knot advice, but I mainly just want advice on clarity on this issue, and any additional points worth making. If it turns out he's dragging the campaign, I will cut him off, don't worry about it. We've done it before in this group, tho not with this guy.

But let's focus here. I promise y'all I won't be bulled, okay? Do we need to roll dice here? :-)

Bearly Audible
05-11-2007, 02:00 PM
Are we going to have tuna/grapefruit punch at this evening's session Paul? If so, I think I'm going to be busy.

I agree with the others on this one. Not only in gaming, but in most aspects of life, if you are receiving that much constant friction from somebody, it will really diminish the enjoyment in what you are trying to do. And isn't enjoying it the whole point?

Maybe just confront him directly, but tactfully, that he should try and tone down the acidity.

Thank you for tuning in.

Dr. Phil

Thor
05-11-2007, 02:02 PM
Hi Kirt,

I think your post to the Yahoo! group was great (although you should be using Google Groups! That's a freebie, Alexander ;))

Let us know how it goes!

xiombarg
05-11-2007, 02:05 PM
The acidity has not been the near-constant thing y'all complain about in your examples. Seriously. We're getting really off-track here.

If it becomes a problem I'll tactfully talk to him about it. I've done this sort of thing before. I understand social contract. If it helps, pretend it's a much nicer person than you're imagining and move on, okay? :)

xiombarg
05-11-2007, 02:07 PM
I think your post to the Yahoo! group was great (although you should be using Google Groups! That's a freebie, Alexander ;))

Let us know how it goes!
We're using Yahoo because our use of the group predates Google Groups.

I'll let y'all know how it goes. Those of you in the KILL HEEM NOW camp can consider your opinions duly noted, but I'm not going to let y'all bully me any more than I'm going to let one of the players bully me. ;-D

Paul B
05-11-2007, 02:09 PM
Yeah Kirt, I think you've got the situation well in hand. I can't think of any other points to make. Either he'll dig it or he won't.

I think probably many/most of us here have watched otherwise good experiences go to shit for the reasons you've described. It's awfully common.

p.

Kublai
05-11-2007, 02:13 PM
That was a great letter!

Here's my main reason for loving DoW and rolling for social conflict. Once, in the time before BW, we played D+D and argued for 6 hours over what kind of boat to buy. With DoW, it could've been settled in 10 minutes.

xiombarg
05-11-2007, 02:17 PM
Thanks guys! I appreciate the thoughts, even the KEEL HEEM NOW stuff. :)


Here's my main reason for loving DoW and rolling for social conflict. Once, in the time before BW, we played D+D and argued for 6 hours over what kind of boat to buy. With DoW, it could've been settled in 10 minutes.Amen to that. Or even faster with a Versus test, but if people had that much of a stake in what boat to buy, it's probably worth the DoW.

That's exactly what I was talking about when I was like "Every GM and player has dealt with these IC arguments about what to do that last forever and go in circles, with the GM saying over and over: 'So, what are you guys going to do?'"

I'm very excited about running this game.

Glendower
05-11-2007, 02:28 PM
I hear you loud and clear. As I said in my post, there's a little bit of bitter memory that stirred the "raaar attack your player raar" sort of response.

So let me focus a bit and talk about this naysayer's point for the social mechanics.


1) If I make a good argument, I should just win through my own OOC social mastery, represented by IC roleplay. Let the PCs make the decision, not the dice.

You got a good writeup on this point, and this end piece really hits the nail on the head.


This is a good thing from a social contract point of view; remember, wanting to get your way all the time is just selfish, and this is about everyone's fun.

One thing I think is worth noting about social mechanics how it resolves the problem of an Impasse.

When there is a course of action that one person wants to follow that another disagrees with, it results in an argument. Initially, it's great roleplaying. But who wins? Now in the case of wallflower vs dominant force, The dominant force wins, and likely fairly quickly. But when dominant clashes with dominant, you have 5 hours of argument, the first 15 minutes of which is interesting.

I've had it happen, two strong personalities clash, don't back down, and there is no Mechanical way for them to resolve. Neither personality wants to appear weak to the other personality, so you get this protracted stalemate that can bog down and destroy games.

Once you add a die roll into the mix, losing an argument is not about kowtowing to the other person, it's about rolling poorly. The social ramifications of that mean that the two dominant personalities can square off without worrying about looking weak to the other. The dice determine the result, and not one of them knuckling under.

It's brilliant stuff.

Paul B
05-11-2007, 02:34 PM
Unless the player feels he'll appear weak by conceding to use the system. :(

The depths of assholery that RPing brings out in people is truly bottomless.

p.

Glendower
05-11-2007, 02:53 PM
You did make brief reference to what I mentioned:


And let's face it: Every GM and player has dealt with these IC arguments about what to do that last forever and go in circles, with the GM saying over and over: "So, what are you guys going to do?" It's nice to be able to cut the Gordian knot and be like: "Okay, figure out the stakes for this IC argument are and roll."

But I wanted to expand on it a bit.

xiombarg
05-11-2007, 03:03 PM
Unless the player feels he'll appear weak by conceding to use the system. :(

The depths of assholery that RPing brings out in people is truly bottomless.

p.This is where the GM's ability to say "we're moving on, now, kids" is key.

I am generally lucky that this group will always accept the GM authority in the end. :)

xiombarg
05-11-2007, 03:11 PM
But I wanted to expand on it a bit.I hear you, man. That's exactly what I was thinking of.

I really look forward to being able to cut the Gordian knot like that.

johnstone
05-11-2007, 10:40 PM
DoW isn't just good for settling player stalemates - it's great fun on it's own, even when you are playing to lose! There is plenty of stuff around here about how failure can be just as fun and interesting as success.

Your friends will always respect you more when they know you won't put up with their bullshit. But he played the game you wanted to play and saved his complaints til later, right? You can't ask for more than that. Now you just gotta keep him playing until he figures out what he can do with the rules, so don't present the DoW as a way to shut him down. If you tell him you want to play DoW because he always gets his way and you guys don't like that anymore, of course he's going to complain! If you want to use DoW because it's fun, it makes failure more meaningful and interesting, and/or because it makes sense based on a character's written abilities, your buddy will come round soon enough. He might still prefer those other games, but I'm sure the six of you will do just fine.