Persuasion As A Diplomacy Stat

I’m currently done with WoW Classic for a while, and I’m back to work on Elven Academy. I’m working on B1: Down The Rabbit Hole. This is the first module in chapter B, which I believe will take the adventurer on a sea voyage to the Unseelie Court.

While writing scenarios for B1, I realized that I’m not using the Persuasion stat much at all. Instead I’m using the other diplomacy stats (Empathy, Intimidation, Presence, etc.) as finer-grained, better flavored methods of persuading in the game. This is bit of an issue.

So I researched my inspiration for using Persuasion as a stat, which was Vampire The Masquerade. Unfortunately I don’t find any in-depth Reddit posts on this topic addressing pen and paper gameplay. I do find a forum post for the VtM:Bloodlines CRPG titled “Persuasion is overpowered, seduction and intimidation are weak.”

According to this post, VtM:Bloodlines took the opposite approach as I am. They over-used Persuasion as a catch-all means of persuading someone, unless there was a clear-cut situation that demanded a specific way of Persuading. I feel like that is non-optimal. I’ve already discussed Diplomacy at length in a previous post: Diplomacy Roleplay In Video Games: Part One, but lets look again.


Alternatives To Persuasion


I could replace Persuasion, but I need yet another fine-grained way to persuade. I already have Presence (Leadership), Empathy (Sense Motive, Emotional Connection), Mercantile (Haggling), Intimidation, and Deception (Lying, Cheating).

Possible other ideas:

Manners – knowledge and use of social decorum and refined speech. A lot of this is in Presence.
Seduction – using flattery, attractiveness, sexual desire to persuade.
Logic – trying to reason with someone, appeal to intellect.

Manners sounds boring, but I’ve wanted manners to be important to the elves. The main problem with Seduction is that it overlaps with the Romance stat, which I’ve implemented currently in the skills/professions category.

A discussion on RPG StackExchange came up with some other ideas like Logic and Acting. Logic is interesting, but Acting is hard to implement in a scripted CRPG. Pen and paper would work better for both this and Manners, I think.

A reddit user spoke of breaking Diplomacy into sub-skills, which I’ve already done. They suggest skills related to socio-economic backgrounds, i.e. Aristocracy, Street, etc. This is something that has been tried, i.e. in Cyberpunk 2020.

So this would be a vote for a Manners-type stat, but how do you use this to persuade people, or make real action and decisions happen in the game? It’s sketchy in terms of gameplay without a GM.


Persuasion Based On Socioeconomic Kinship


So this idea is to break your Diplomacy ability as a whole into your character background: aristocrat, warrior class, street urchin, and priest class, for example. You’re better at negotiating with your own people. This makes a lot of sense.

This idea doesn’t translate to any gameplay, however. Gameplay would be the idea of Cyberpunk 2077, which is to create stories based on your background. Obviously we can give bonuses based on background. We could tie this into a reputation system. Suppose you weren’t born a warrior, but you’ve done a million quests for the warrior’s guild.

The effect would be equal. Background and Reputation both equate to roll bonuses, maybe non-overlapping. Whichever is higher, to prevent overpowered effects like the one cited in the post linked above.


Persuasion Based On Leverage


In the comment to the discussion on Diplomacy, a GM mentioned the importance of leverage in the game “Dungeon World”: “There’s a Move (action, basically) called Parlay, which sort of covers what Persuasion and Intimidate skills would cover in a different game. The trick is that you can’t make a roll unless you have some form of ‘leverage’.”

It seems to me that leverage is a continuum, and each end renders it useless as a mechanic to implement. This leverage can often be boiled down to a quest item. “Here is the XYZ, now give me the thing/fight me/etc.” Or the leverage is moot. “Will five gold coins suffice?” (Just use haggle or another diplomacy skill that in this case just costs money.)

In the middle of that continuum between 100% leverage, and leverage you always have (gold), you have bonuses to the roll based on the strength of the leverage.


Conclusion


Origins (Street, Aristocrat, etc.) and Reputation could be employed as simple roll bonuses towards diplomacy skills. This means each NPC needs to be coded with a faction, which I’ve already done. Another way to code the NPC’s is with a disposition. The original Fallout games by Interplay used disposition heavily when negotiating with NPC’s, and the change in NPC facial expression was graphically rewarding at the time.

Disposition is overly complicated for the goals of my simple RPG. I’m going with KISS (Keep it simple, stupid), which is consistent with the inspirations for my game. And I’m leaning towards not replacing Persuasion with Seduction, but rather re-defining Persuasion per se to be like a seduction. It is derived from the same stats that Seduction would come from, and used when Seduction would be used.

As an aside, I’m also planning to replace the icons for the Diplomacy skills into something more representative. How do you arrive at icons for Diplomacy skills? The only theme of icons that seems to work, at the moment, is close-ups of eyes and eyebrows. Mouths can’t express enough.

I thought about icons showing hands (i.e. a fist for Intimidation, a handshake for Mercantile.) Or stick figures (i.e. a ninja for deception). I also considered animals, because this is an elven themed game. A bear for intimidation. An eagle for presence. A snake for deception. What animal persuades? What animal is empathic?

That’s all for now. Thanks for visiting, happy gaming, and feel free to leave a comment below.


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