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Бозон медведя Tactical social combat

Tactical social combat is an abstraction of FATE combat, which is inherently an abstraction of punching people in the face.

Essentially you create a physical map representing a metaphor for the situation. Then you can make attacks to take people out, but also to move them, representing changing their opinion. For example, let's say your goal is to bring the head cheerleader as your date to the annual homecoming deathmatch. First, you'd establish the map. Probably something like this. The zones represent mostly social intimacy. If you're in the same zone, you're on the same page. If you're far away, you're talking completely different things, or maybe aren't even talking.

You're Phillip, the Socially Awkward Teenage Ninja who's Only Here Because He Got a Lucky Throw and won a scholarship. Samantha is the Head Cheerleader of Kung Fu High School, and she's the Hottest Girl in School and Knows It. Currently, she's warming up to Chad, Captain of the Shurikan Team, who Comes From a Rich Ninja Family and has been your enemy since day one (You embarrassed him when you beat him in the Shurikan contest and he's not going to let you live it down). Finally there's Ivan, the Average High School Doucheninja, who's really just a jerk to everyone but still seems to think he'll be able to get with Samantha, and will probably just try to torpedo your chances.

First, you set a time limit on this conflict. There are 9 zones, so nine rounds. Each round will be a day in the cafeteria, and we'll say the Homecoming Deathmatch is in 10 days. Your goal is to maneouver both you and Samantha into the Dating zone before Chad or Ivan can. Everyone rolls a relevant initiative skill, something like Charm will do. Then you're off. In this instance, Chad gets a +4, you roll badly and get +1, Samantha gets a +5, and Ivan lucks out with a +3. This means Samantha will be going first.

In each turn, you get one free move, which can move you a zone or erode a pass value of a zone by 1 (no jumping a major border for free). You can then move, create a block, create an advantage, make an «attack» (in this case it would be social), or move another. The tactical part comes in how you use these. Do you get socially closer, to reduce range penalties? Do you try to block others from getting to the girl? Or maybe instead of moving them away from her, you'll try to embarrass them so badly they'll need to leave the conflict entirely.

Day One

Samantha's free move will be to move one zone down the line to «Just Friends». She doesn't want to be seen as just going with anyone, so she'll make you guys work for it. She's talking today about how she won't go with just ANY guy to the Homecoming Deathmatch, and rolls Charm to place the Aspect Impress Me on the Zone, with a free tag for her.

Next up is Chad. He uses his free move to move back to where Samantha is. He's acting cool and casual around her. He's going to attempt to move another by telling her that he knows that the Homecoming Deathmatch will be extra bloody this year (he knows some of the girls on the planning committee) and he's hoping to find someone who wants to go with him. He rolls his Charm against Samantha's Resolve. He rolls very well, +6, and she only gets a +2. But because she wants to be impressed, she increases that to a +4. Chad can move her two zones to the zone beside «Dating».

Meanwhile, Ivan sees that you're into Samantha. He decides to come up to your table and start talking to you. It's social manslaughter! His free move places him one zone closer to you. Samantha sees he's not sitting all alone and doesn't dislike him as much as she usually does. He's going to roll his Charm against your Resolve to try to take you out of this conflict. If everyone thinks you're friends with him, nobody will want to be your date. Fortunately for you, he only gets a +1, and you roll a +3. When he gets up to use the washroom, you talk to a few people around you about how you feel really bad for the guy because he doesn't have any real friends. You look like a caring guy and your reputation is saved!

Finally, it's your turn. You need to be bold to get past that +3 block on that border and enter Samantha's radar. Your free move reduces it to a +2, and you roll Charm to move. You only roll a +1, it's not enough! But, you have a fate point. You walk over to the table where all the cool ninjas sit and ask Chad for some pointers to help get you into the conversation. After all, Philip's Only Here Because He Got a Lucky Throw. You get a +3, and you're not on the outside of being «In». Chad isn't happy, but he can't tell you to fuck off, because he'd look like a jackass in front of all his friends.

I don't have time to write up the full play, but I hope you can get a good reading of it from this. It originally appeared in Diaspora, and you should read that for the full details. Here's the SRD.

The beauty of this is that it can be abstracted to anything, and makes different parts of the game as interesting as combat. In my current game, we're about to do a run where the Ship has been taken down by an EMP generator on board, and they're falling into a sun. The map looks kind of like this. The left branch is the «Engine» branch, the right is «Guns», and the middle is the EMP. The bottom box is «Fully Powered». So the characters have a choice. Do they try to deactivate the emp (increasing its range penalties) or focus on the engines first, even though the EMP will be attacking the engines to undo their work the whole time? There are also asteroids that the guns need to attack, and they have a limited time to do all of this in. This whole thing means that sessions become less «Okay, Talker make your two rolls, pilot make your roll, scientist make a couple of knowledge rolls, and now the next 2 hours will be all about the people who can use a gun» and more «Alright, this session will be the grand ball, next session will be about the ships, and then back to a fight with mercenaries». It gives far more opportunity for non-combat characters to shine.
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