3. Resolution of Social Conflicts
The game is played with a set of 52 playing cards, jokers removed. Every player has four cards in hand all the time, if there are less, they have to be replenished from the deck at once. These four cards symbolize the tactics currently in the character's mind. The social conflicts are much more quicker than to rationally choose the words meantime, thatswhy it is restricted to four cards.
The players mustn't talk about rules or mechanic while play. In these rules I describe some signs that can be used instead of talking, but the players can agree upon anything until the first and most important rule of this game stays intact: Don't talk about mechanics while playing!
The players can only talk about the imagined in-game events, describing what is happening in the game, describing things in the game or acting in character. Every time a mechanical act occurs, the players have to accompany it with a description of the in-game event represented by it.
Always try to discribe rather metacommunication than verbal communication. The more subtle the better. You will find here some lame examples, so you chould use your imagination. Even if a social conflict is won doesn't mean, that the two characters agree verbally. They just "get" what the other character wants and agree doing it.
The Basic Social Conflict
Anytime a player would like to increase one of his/her character's values, the player has to announce an attack against another character. Every attack has an attacking area and a target area. The attacking area is the tool wich is used in this social conflict. (For example if the attacking area is sexuality, that means the character is using his/her charm and beauty to influence another character.) The target area is the area needed to get advanced.
The signs to be used to declare wich is the attacking area and who is attacked are:
- for sexuality throw a kiss towards the player
- for money rub your fingers and look towards the player
- for power point with your pointing finger towards the player
- for force raise your hand in a fist and look towards the player
If the attacked character is an NPC, you should make it unambiguous wich character you attack using descriptions of in-game events.
To declare wich is the target area, use the following signs:
- for sexuality put your hand onto your heart
- for money pat your pocket
- for power point with your thumb towards yourself
- for force put your fist on the table
Attack can only be announced, if the base value of the attacking area reaches the distance of the attacking area and the target area. (For example if the attacking area is sexuality and the target area is force, you can only announce an attack if your beauty is at least 8.)
The distances are:
- attacking area -> target area: distance
- sexuality -> power: 3
- sexuality -> money: 7
- sexuality -> force: 8
- money -> sexuality: 3
- money -> power: 6
- money -> force: 9
- power -> money: 3
- power -> sexuality: 5
- power -> force: 10
- force -> power: 3
- force -> money: 6
- force -> sexuality: 9
If the attacking area and the target area are different, a successful conflict results in the increase of the attacking character's efficiency and base value in the target area. (For example if the attacking area is sexuality and the target area is money, than the luck and wealth values will be increased if the attacker succeeds.)
If the attacking area and the target area are the same, a successful attack results in the increase of the reward value of that specific area. (For example if the attacking area and the target area are equally sexuality, than the joy value will be increased if the attacker succeeds.)
After the announcement an attack rating for the attacker and a defense rating for the attacked character has to be calculated. These are starting at 0.
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The attacker's efficiency of the attacking area is added to the attack rating. The attacker's trump becomes
- hearts if the attacking area is sexuality,
- diamonds if the attacking area is money,
- clubs if the attacking area is power,
- spades if the attacking area is force.
The attacking player has to describe the fictional meaning of the declaration. The purpose of this fictional act is always to influence the attacked character. (For example if a cute girl would like to be protected on the way home, she tries to attract a strong man to defend her.)
- The attacked player has to play a card secretly. This doesn't have to be explained by the player to keep it secret. It symbolizes the character's sceptics towards the attacker character's intents. The suit of this card will serve as the defender's trump later and it is added to the defense rating at the end of the conflict. The value of this card is at least the value of the attacked character's base value in the target area. (If the target area is money and the attacked character has a wealth of 5, any cards lower than 5 counts as 5.) So it can be wise strategically to play a low card. End of turn one.
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From now on at the beginning of every turn, the attacker has to decide:
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The attacker can choose to start an ordinary turn. In this case a card is played openly by the attacking player.
It has to be described what action does this mean. It can be anything that influences the attacked character into doing what the attacking player declared at the beginning of the conflict. The suit defines the area of the described action, no matter what the trump or the attacking area is. (For example if you play a card of hearts, that can mean your character shows some decoltage, even if the attacking area is money and the attacker's trump is diamonds.)
Only the 3 last openly played cards are added to the attack rating. If the played card is trump, its whole value counts into the attack rating, if it isn't trump, only a decreased value does count. (See later the values of cards.) Go to step 4.
- The attacker can choose to retreat from the conflict. This is signalled by discarding the attacked player's secretly played card without turning it over or looking at it. In this case the attack didn't succeed, the social conflict is over. This means that the attacker character acts again neutrally.
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The attacker can choose to compare. This is signalled by turning the attacked player's secretly played card over for anyone to see. This means that the attacker starts to act unambiguously.
The attack rating and the defense rating are calculated. The efficiency value of the attacking area and the last 3 cards played by the attacker add up the attack rating. The secretly playd card and the last 3 cards played by the defender add up the defense rating. The numbers count as face value if trump and 1 if not, face cards (Jack, Queen, King, Ace) count 10 if trump and 2 if not.
If the defense rating isn't exceeded by the attack rating, than the attack didn't succeed AND one of the attacker's secrets is uncovered regarding the attacking area.
The attacked character won't do what the attacker wants, thus the attacker uncovers some of his/her intents by acting unambiguously.
If the attack rating does exceed the defense rating, the attack succeeds.
If the attacking and target areas are the same, the reward of the area is raised by the difference.
If they aren't the same, the efficiency of the target area is raised by the difference and the base value is raised to that of the attacked character. If lower, it is raised by 1.
The attacked character is willing to do what the attacking character wants him/her to do.
The social conflict is over.
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The attacker can choose to start an ordinary turn. In this case a card is played openly by the attacking player.
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Now the attacked player has to decide:
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If the attacked player chooses to escape. This is signalled by discarding the card wich was secretly played at the beginning of the conflict. In this case the attack didn't succeed AND one of the attacked character's secrets in the area of his/her trump is uncovered.
The attacked character sais no, no matter what, wich tells something about the character. The social conflict is over.
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If the attacked player chooses to play on, a card is played openly.
In this case a the attacked character is showing some hesitation. End of turn. Go to step 3.
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If the attacked player chooses to escape. This is signalled by discarding the card wich was secretly played at the beginning of the conflict. In this case the attack didn't succeed AND one of the attacked character's secrets in the area of his/her trump is uncovered.
Secrets
If you play a Jack, a Queen or a King (even if it's not trump), you expose a secret regarding that element symbolized by the suit.
If you play an Ace, you uncover your intent of attack (if attacker) or the secretly played card (if defender).
In a social conflict your character tries to get the trust of the other character. This is achieved by metacommunication. This can have the drawback that you uncover something you wouldn't like to tell anybody, but it slips out. Remember, a social conflict is much quicker than you can think. One flash of an eyelid, one turn of the hips are only what happens in one whole turn.
If nothing else comes to your character's mind (you only have face cards in your hand), sometimes you have to uncover a secret. But these are the most efficient "arguments" in a social conflict, too. You can win many trust by telling a secret.
Example of a Simple Attack
Jessica has some problems with extortionists. They want their money at 10 o'clock pm. She has to attend a business meeting with some colleasgues starting at 8 pm, so she has to go at half past 9. What a luck, that there will be some men at the meeting who like her.
Jessica, the character of player A has some possibilities. She can start an attack against one of her colleagues for many reasons. She is the best in sexuality, so that will be the attacking area. She can choose the target area. If she would want an ad hoc bodyguard (a guy who has hopes enough to fight for her with bare knuckles), the target area would be force (distance 8). If she would want to get some money to pay the extortionists, the target area would be money (distance 7). There is even the possibility to get the benefit of a powerful executive or even high ranking goverment official to loose the extortionists (target area: power, distance 3).
In this example player A chooses that Jessica wants a bodyguard for the night. The player announces the attack, because her beauty is 8 and that is enough to reach the sex-force distance.
Player A does that by throwing a kiss towards player B, then puting a fist on the table, while describing the following:
Player A: When Jessica mentions that she has to go, she looks very nervous. Her whole body trembles for the sake of her life.
The trump of player A is hearts, her charm is 8. The attack value is now 8.
The guy sitting next to Jess is called John. He is the target of the attack and is played by player B. The player plays a card secretly. Only player B knows that this card is a 5 of clubs. B draws at once another card to fill in his/her hand.
Noone knows, what is the defender's trump (in this case it is the clubs). This first face down card represents the thought that is set to defend against the attack. In this example it is clubs = power. It can be for example: 'I'm such a powerful guy, I don't need to do what she wants.' This thought will be the one that conflicts with the attack, this thought will be strengthened by the following defense cards.
Noone knows right now what the defend value is.
Player B: John asks Jessica cortiousley:
'Are you okay?'
Player A doesn't know anything about the defense rating, so (s)he decides to play on. (S)he plays a card on the table: 6 of hearts.
Player A: Jessica turns with false remorse to John. She has again that look in her eyes.
The attack value of player A is raised to 14.
Player B plays 10 of diamonds.
Player B: 'I buy you a drink, just don't cry.' - calms her John with a cold voice.
Noone knows what is the defend rating of player B. We know, that his trump is clubs, so it is 6. (The face down card is 5, the second card is not trump so it counts 1.)
Player A decides to play on. She plays a Queen of Hearts, because the 10 of diamonds could be a terribly high value. Now the attack rating becomes 24 but Jessica exposes a secret.
Player A: 'I miss a man from my side for a long time.' - sais Jessica sincerely.
This is a secret Player B writes on his character sheet. ("Jessica's secret of Hearts: Jessica misses to have a man on her side.")
John now knows this and can use it later in the scenario.
Player B plays King of Clubs.
Player B: 'You know I could choose any girl.' - sais John.
Jessica gets a secret about John, and the defense rating raises by 10, although noone knows this latter except player B.
Player A decides to try.
Player A: 'Could you escort me? Only for this evening? Please.' - asks Jessica.
Player A turns over the defender's face down card, then the attack and defend values are compared.
Attack: charm of 8, 6 of Hearts, Queen of Hearts.
Defend: 5 of Clubs, 10 of Diamonds, King of Clubs.
Attack Trump is Hearts: 8 + 6 + 10 = 24.
Defend Trump is Clubs: 5 + 1 + 10 = 16.
The attack succeeds. Jessica's wildness is raised by 24 - 16 = 8 for the purpose of defending her against the extortionists. Note: even if John's wildness is lower than 8, for this purpose, it "becomes" 8. It is the effect of emotions raised by Jessica. The physique of Jessica becomes that of John's for the purpose of this next conflict.
Note: If the players would have played five pair of face up cards, the first two pair wouldn't count into the conflict! Only the last three pair counts. But every secret exposed are secrets exposed regardless wich card it was.
3rd draft
I would like to know whether the chronological ordering is better than it was structured by the rules. Maybe it is easier to understand.
2nd draft
I hope, this second draft is somewhat clearer, rounder, fuller etc. What do you think? What is still needed in this chapter?
Needed? Somthing is needed?
I have not really commented before, all I want to say is that you are on the right track. When you first posted that you were doing a system for social conflicts only, I never imagined it would go into such detail. I need to mull over what you have done before I comment system wise, but outside that I just want to encourage you to keep it coming - its good stuff!
Thanks!
Re: Thanks
I'm trying to make the rules as primitive and simple as it can be building on the basic idea, but it just grows and grows as I add things that are missing somewhere. I just don't know if everything goes through well by this medium or did I forget something to tell in the chapters.
And a big thank you very much for the encouraging, it feels really good.

New Rules
I added 3 new rules. Only the last 3 played cards count towards attack and defense ratings - this is against to much luck. The secretly played defense card counts at least as many as the defender's base value - this is for balance. The ace became the bearer of the greatest secrets.