Social Procedure Prototype
I haven’t posted in a while, and that’s due to the fact I’m working on two big faction articles simultaneously, while also messing around with reverse engineering a magick system and a couple other things. But sitting in the backlog was this mechanic, so I thought it should be presented in the meanwhile.
First and foremost, this procedure is not a replacement for roleplay (duh), but to be specific, I don’t care for mechanics that trivialize social interactions or make it a “button to speak good.” To the degree that I’ve excommunicated any social skills from my game system, anything like persuasion or fast-talk is removed from my system. I have varying reasons for this.
If I had to give any specific justification for that (besides the one already given), it’s that I don’t tie attributes to skills like some OSR or D&D editions do. As a result, CHA + Science is a perfectly valid combination if, say, someone was doing a Ted Talk. The emphasis I make being that in real life, you do in fact have to have knowledge on what you’re talking about to be good at talking about it. Sure, persuasion in real life is a skill, but the best arguments are made on real basis. It doesn’t make sense that someone with no scientific knowledge should be the one trying to convince a scientist of a specific theory or idea just because they have high persuasion… it’s a skill that just can’t exist in a vacuum, so I removed it.
Now, I said all that to make a point: This is not a procedure or system to trivialize social encounters. This exists as a GM-facing procedure for NPC negotiations. It exists to determine the time interval and possibility of getting an NPC to be convinced of or take a request on the fly. If a GM already has a detailed and well-roleplayed NPC, this procedure doesn’t apply to them.
This exists for trying to negotiate with the local lawmaker or museum administrator that the GM invented just now or a session ago, and who has something the PCs might want or represents a resource they could use.
Likewise, for any other sort of spontaneous NPC that is made but not hyper-detailed in background, this is the kind of procedure that helps with that sort of social interaction.
Lastly, any input or suggestions would be welcome, given it doesn’t add much complexity to the system as is, also keeping in mind this is mainly a GM-facing procedure.
The Procedure⌗
The Initial disposition & Reaction⌗
This roll determines an NPCs first expressions or reaction towards a PC. This roll is made rolling ‘2d6 + CHA Mod’
Roll | Reaction |
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2 or Less | Extremely Hostile: downright hostile and will attempt to make things hard (might attack if inclined to) |
3-5 | Hostile: unfavorable towards the players and generally be very disagreeable, annoying, or resistant. |
6-9 | Indifferent: The NPC in question is apathic, undecided, or indifferet towards the PCs and has no strong feelings one way or the other about them (May require reroll as the conversation goes on.) |
10-11 | Favorable: The NPC is somewhat inclinded towards the PCs and is willing to hear them out and take requests within reason, likewise is more likely to hear or be swayed by argument or evidence. |
12 or more | Very Favorable: The NPC in question has a strong positive disposition and is more likely to be swayed by argument, take favors or requests and generally support the PCs. |
Barriers⌗
More or less how resistant a attempts or steps required to convince an NPC of something, a ticking clock based on a few factors, most NPCs start with 1-2 barriors given on the size of the request is small, larger type requests or convincing people of harder things might be 3-4 doors. this is also modified by a NPCs personality and goals.
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A request which offends an NPCs personality or rubs against it adds +1 to +2 Barriers, while something that placates their personality subtracts -1 or -2 Barriers.
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A request which goes against or is antithetical to a NPCs goals may be anywhere from +2 to +4 Doors, while something that aligns with a NPCs agenda or goals is -2 to -3 Barriers.
Making Checks & Check Intervals⌗
Basically how often a check can be made to clear barriers, the time is determined by their intial reaction roll towards you, as time moves on and things happen in the game the GM may ask to reroll the Reaction roll, changing the NPCs disposition and therefore interval between trying to convince them.
For making checks: There is a couple ways this can be handled, primarily through roleplay, however in cases of minor NPCs that don’t matter as much the character is expected to roll 2d6 + CHA Mod like a typical reaction roll, with rolling a favorable or higher being considered a success in removing a barrier.
Other options are on the table, such as doing favors for the NPC, which can remove one or multiple Barriers, these might require other checks entirely such as INT + Computer to fix the NPCs laptop as an example.
Soft Leverage: Things like bribes or gifts should also be considered in this respect, this should be modified by the personality traits and goals of an NPC though Naive or impulsive NPC is more likely accpet such bribes and have that confer bonuses to the roll than a honorable or caution NPC who might confer penalities for such an attempt.
Disposition | Time |
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Extremely Hostile: | One Month (or not at all) |
Hostile: | One Week |
Indifferent: | One Day |
Favorable: | One Hour |
Very Favorable: | 10 Minutes |
Personality Traits⌗
This is a d66 table for quickly determining an NPCs personality traits, this can be rolled once or twice depending on the relevence of the NPC in question.
The GM decides how much of a bonus or penality to the reaction roll they apply, but the ranges should typically run from -2 to +2 for any given trait based on how much a PC is placating or offending those traits.
Mocking a pious character for their faith likely confers a rather strong -2, while talking to them on theological terms likely confers a nice +1 as an example.
d66 | 1 | 2 | 3 | 4 | 5 | 6 |
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1 | Agreeable: Cooperative and pleasant; avoids conflict when possible. | Analytical: Methodically examines everything; seeks logical explanations. | Bold: Confident and fearless; takes risks without hesitation. | Cautious: Careful and deliberate; thinks before acting. | Cheerful: Consistently optimistic; finds joy in small things. | Creative: Imaginative and original; sees unusual solutions. |
2 | Curious: Inquisitive about everything; driven by wonder. | Cynical: Skeptical of others’ motives; expects the worst. | Determined: Resolute in purpose; refuses to surrender. | Disciplined: Structured and controlled; follows routines. | Eccentric: Peculiar behaviors; unconcerned with social norms. | Fickle: Changes mind frequently; easily distracted. |
3 | Generous: Gives freely of time and resources; selfless. | Gruff: Rough-mannered and short-tempered; dislikes pleasantries. | Honorable: Lives by a strict code; values integrity above all. | Impulsive: Acts on whims; thinks little of consequences. | Intimidating: Naturally imposing; makes others uneasy. | Jovial: Boisterous and hearty; laughs loudly and often. |
4 | Judgmental: Quick to form opinions; holds others to high standards. | Meticulous: Obsessed with details; notices everything. | Mysterious: Reveals little; cultivates an air of secrecy. | Naive: Innocent and trusting; sees good in everyone. | Nervous: Anxious and easily startled; always on edge. | Observant: Misses nothing; picks up on subtle cues. |
5 | Paranoid: Suspects conspiracies; trusts no one completely. | Patient: Takes the long view; unbothered by delays. | Pedantic: Overly concerned with rules and technicalities. | Pious: Devoted to religious or spiritual beliefs. | Practical: No-nonsense approach; values function over form. | Reckless: Disregards danger; seeks thrill and excitement. |
6 | Sarcastic: Employs cutting wit; masks feelings with humor. | Shy: Uncomfortable in social situations; avoids attention. | Solemn: Serious and formal; rarely shows emotion. | Stubborn: Refuses to change position; immovable once decided. | Superstitious: Believes in omens and rituals; avoids bad luck. | Vengeful: Never forgets a slight; patiently awaits retribution. |
Goals & Values⌗
This is a d66 table for quickly determining an NPCs goals, this table is typically reserved for NPCs the GM hasn’t fleshed out in terms of goals and values.
Like personality traits, an NPCs goals effect there reaction towards you, and as mentioned earlier they also effect the amount of Barriers there are to convincing them of something, typically this modifies is anywhere from -4 to +4 depending.
An example, a bunch of murder-hobo PCs talking to someone who values peace as a goal is likely not going to get a good reaction, likewise an NPC seeking redeption might jump at the chance of the PCs give them a way of doing so.
d66 | 1 | 2 | 3 | 4 | 5 | 6 |
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1 | Artistic Expression: Creates beauty; seeks to leave a legacy through art. | Balance: Maintains harmony between opposing forces; avoids extremes. | Community: Strengthens bonds between people; builds social structures. | Discovery: Reveals the unknown; pushes boundaries of knowledge. | Enlightenment: Pursues spiritual or philosophical truth. | Family Legacy: Honors ancestors; ensures continuation of bloodline. |
2 | Freedom: Resists control; values autonomy above security. | Glory: Seeks admiration; wishes to be remembered by history. | Hedonism: Pursues pleasure; avoids pain at all costs. | Honor: Upholds personal code; reputation matters above all. | Justice: Rights wrongs; ensures fair treatment for all. | Knowledge: Collects information; values wisdom and education. |
3 | Loyalty: Stands by allies; keeps promises at any cost. | Material Wealth: Accumulates riches; measures success by possessions. | Mysticism: Communes with supernatural; seeks magical power. | Nature: Protects wild places; lives in harmony with natural world. | Order: Creates structure; eliminates chaos and unpredictability. | Peace: Resolves conflicts; promotes tranquility and stability. |
4 | Personal Improvement: Becomes better; surpasses previous limitations. | Power: Controls others; seeks authority and influence. | Preservation: Protects something valued; resists change. | Redemption: Atones for past wrongs; seeks forgiveness. | Revenge: Rights personal wrongs; settles scores. | Righteous Cause: Advances ideological belief; serves higher purpose. |
5 | Romance: Pursues passionate relationships; believes in true love. | Self-Sacrifice: Puts others first; accepts personal suffering. | Simplicity: Eliminates complication; finds beauty in the basic. | Survival: Endures at any cost; adapts to overcome challenges. | Tradition: Maintains customs; resists innovation and change. | Truth: Uncovers reality; exposes lies and deception. |
6 | Fame: Desires recognition and adoration from the masses. | Understanding: Seeks to comprehend the incomprehensible. | Unity: Brings together the divided; creates wholeness. | Validation: Seeks approval; needs confirmation of worth. | Victory: Defeats opposition; measures success by winning. | Wisdom: Applies knowledge properly; makes sound judgments. |
Intimidation⌗
Lastly covering things like blackmail, direct Threats or other forms of hard leverage, should be resolved with something like a 2d6 Morale Check (Or in my system I call it Reesolve Check) Though of course this is a riskier option as it is guaranteed to to burn bridges, making the task rather binary success or fail, regardless doing so makes the NPC hostile or possibly extremely Hostile to the PC in question.
Likewise long term consequences should be considered for doing something like this, sure you managed to use intimidation to get info out of a local member of the thieves guild, but later that night he shows up with some of his friends and tries to rough you up.
Appendix N⌗
I have two primary sources of inspiration I’d like to give credit for as it provided system/mechanical inspiration for. SO make sure to check these products out, they are quite good.
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Chronicles of Darkness’ Door system by Onyx Path.
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Social Encounters On the Silk Road by RPGPundit