Mental and Social
Challenges
Mental and Social Challenges can be difficult to understand
in a LARP. If I win a Challenge against
you using Intimidation, are you intimidated?
If I try to force you to leave, when do you have to leave?
Ultimately, the
effect of Mental/Social Challenges is whatever you and your opponent can agree
on. Don’t make things more
complicated than they need to be – if you and your opponent can agree on what
happens, you don’t need to use these rules at all.
There are two
types of Mental/Social Challenges.
The first are those resisted with your Resolve, when someone is trying to argue with you. Abilities which are resisted with Resolve are
Etiquette, Influence, Subterfuge, and Politics.
If you lose this kind of Challenge, it means that they found some small
flaw in your position, a loophole, or something they weren’t prepared for. Have you ever seen a one-sided argument,
where one side is saying ‘I guess that’s true, but…’ or ‘Well, I can’t really
argue with that…’
You’ll slip up a little, give your opponent the
upper hand.
This does not mean you instantly lose the argument and adopt
their viewpoint, although several of these Challenges made over the course of
an evening may do the trick.
The second are those resisted with your Composure, when someone is trying to get a reaction out of
you. Abilities which are resisted with
Composure are Artistry, Linguistics, Intimidation, and Performance. If you lose this kind of Challenge, you slip
up slightly – whether it be taking a hesitant step
back when intimidated, or becoming saddened by a dramatic performance. It triggers an uncontrolled subconscious
reaction, whether emotional or physical.
This does not mean that you instantly break down in tears,
although several of these Challenges made over the course of a performance may
cause such a reaction.
Remember not to dictate your opponent’s action. For example, saying “I intimidate you into
telling me the name of your contact” is dictating their action. However, saying “I growl, becoming very
intimidating as I ask ‘Who told you this?’” is simply describing how you’re
presenting yourself.
Of course, this brings up the problem of people with
emotions like rhinos: no matter what you do, no matter how many Challenges you
win, they refuse to roleplay the effects.
This optional system allows
you to wear down a stalwart opponent’s will.
Optional Mental/Social System: You must announce you’re using this
system, and attempting to bend your opponent to your will. If you can beat your opponent in a number of
Mental or Social Challenges equal to his Resolve or Composure (whichever one
applies), their will is broken and they’ll follow a single OOC suggestion. They must follow this suggestion until the
end of the game. Good ones are “Leave
the room and don’t come back in.” “Don’t
speak to me again.” “See some merit in
my argument.” Your command may not be
something self-destructive, such as suicide (or signing an order for their own death, or such).
The STs will be watching for abuse of this system, so don’t overdo
it. It’s meant to help the roleplay, not
slow it down.
You may make as many Challenges as you wish in order to
win more than your opponent’s Resolve or Composure, but for each Challenge you
lose, you lose a point of Willpower. If
you have no Willpower left, you may no longer use this system.
This is meant to be a last-ditch way to force someone
into playing along with your Mental or Social Challenges. I strongly recommend you find a way to
resolve your conflicts without resorting to this system.
Victory Conditions: Remember
to announce what you’re trying to do on Social Challenges. Just as, in
Physical combat, you need to announce that you're punching someone, in Social
combat, you need to announce what impression you’re trying to give, and how
you’re trying to influence your opponent.
Challenges are meant to enhance roleplay, but roleplay can also enhance
Challenges.
Frequency of
Challenges: Each Social Challenge
represents an attempt to use a method to influence someone - an 'angle', if you
will. In order to do a new Social Challenge, you need a new angle.
For example, if one character was mostly trying to talk peacefully to calm
another down - he'd only get one Social Challenge for that. To do another
one, he'd have to try something different, take a new approach. The other
already proved he could resist that approach (or suffered the consequences of
being unable to resist), doing it again is double jeopardy, to borrow a court
term.
The short answer is that there should be at
least five minutes between Social Challenges. Talk IC a little before you
resort to the OOC.