In the original discussion on social combat, we made it a parallel to regular combat, except the main stat we’re using is Ego, not Action. The parallels can be the same for adventures, too, but they’re probably harder to recognize.
Regular combat could be:
- a battle in a dungeon room with a handful of orcs
- A showdown over a precarious bridge with a powerful evil wizard
- A one-on-one fistfight with a giant robot
- A suspenseful hunt through the building corridors, looking for a way out or the magic button that destroys the bad guy’s headquarters
Social combat, on the other hand, is:
- A confrontation in a courtroom (here’s a good example, and here’s another)
- Talking a guard into letting you pass without attracting attention
- Getting an informant to give up the information he’s got that your heroes need
- Rallying exhausted troops for one final assault on the enemy
- Encouraging a crowd to join your side when all they want to do is run or turn against you
Social combat can use several Specialisms, like Intimidation, Seduction, Charm, Quick Wit, Etiquette, Detect Lies, Arrogant, and more. Each can be used just like a weapon attack, but is even more specific. A character with Plate Mail +2 can use it against any sword or axe — but a character with Detect Lies +2 isn’t going to get much use out of that Specialism when facing a character using the Specialism Intimidation.
Combat, whether it’s with Action or Ego (or Wits, in the case of supernatural powers), can be as detailed or as simple as the players want. One character’s Action + Sword might be one character’s action, after another character’s use of Ego + Fast-Talk fails to get the guard to move out of the way. Everyone has a chance to participate: the mighty barbarian, the wise sorcerer, and the quick-witted minstrel.
How will your heroes use their social combat Specialisms?