Non-combat story elements in D&D
This thread originated as an email conversation between a limited set of people, but I think it's a great topic for general discussion, so I'm distilling it here. If any of the earlier participants want to elaborate on their points or contest my distillation as out of context, please do so.
The question is, does DnD - specifically the latest edition as of this writing, 4th Edition (4E) - support stories with dimensions other than combat? Or is it simply a skirmish game with associated story colour, or "cutscenes" if you will, intended to tie the encounters together into a coherent whole?
Here are a few of the opinions and findings that people made in that email thread:
- DnD supplements contain a wealth of setting material riddled with plot hooks for playing scenarios with different foci than balanced combat encounters - espionage, diplomatic missions, social power plays, etcetera. Are these supplements worthless or misleading given that DnD's rule set is primarily about skirmish combats?
- DnD 4E has more rules - or at least "system bits" - for non-combat activities than many previous editions do, and thus may be more suitable for such play than earlier versions were. Social skills (Bluff, Diplomacy, Insight, Intimidate), utility powers, rituals, skill challenges, quests, etc.
- The emphasis on battle maps and positional tactics has led to DnD 4E being a very well-developed skirmish game, superior to earlier editions. This may lead people to feel that this is "all the game is", ignoring the bits that aren't as well-developed.
- Many other games (WFRP3 was the dominant topic of discussion) appear to have more defined systems for social conflicts, but this may in fact be a ruse - in the end, it comes down to the use and interpretation of social skill rolls anyway, and DnD's skill challenges map pretty directly onto WFRP3's progress tracks used for more important social conflicts.
- WFRP3 has a few features making it more suitable for social conflicts, such as richer rolling (i.e. less binary outcomes) and specifically social classes / actions.
And what I think is the main topic of discussion and intriguing contention:
- Prior to the wealth of new-form games, which often puts social conflicts front-and-centre or treats them the same as physical conflicts (read: Dogs in the Vineyard, Primetime Adventures, Burning Empires, Fate, Technoir, to name just a very a few off the top of my head), nearly all games lacked systems for social conflicts, but that didn't stop those who wanted more non-combat play from integrating it. By some assertions, this led to even richer play, as there were few rules other than some GM-interpreted skill rolls to keep the reigns on what happened; social exchanges came more fluidly and naturally to most, than if there were dice rolls and mechanics involved.
- DnD 4th Edition, with its lack of hard rules surrounding the use of social skills, capture this old-school feel. It's not that social conflicts can't happen, it's that when they do, it's not intended to be systematized but rather worked out in-character and organically between the players, as moderated by the DM and the occasional use of a social skill roll to shape the narration and resolve impasses.
Call for comments:
- Do you feel it's true that DnD 4E (and maybe earlier editions of D&D as well) is good for nothing but dungeon crawling and tactical combat?
- Do you feel it's true that social conflict systems (and indeed, any conflict system other than combat resolution systems) add to the non-combat dimensions of an RPG, or are they distractions or even active hindrances for such play?





Comments
I tend to be in the all or
I tend to be in the all or nothing camp. My favourite roleplaying games are games where combat has rules and social stuff is completely freeform such as D&D, or games in which everything is determined by a single diceroll, cards with only a few minor manipulations such as Dust Devils.
I'm not a fan of a system of social combat that would make social interactions equal with D&D combat in complexity and I don't really like how skills work. One of my main pet peeves with any game which uses skills (most of them) is that if you don't have a particular skill some GM's won't let you do anything related to that skill. This could be inherent in the game, dependant on the GM, or maybe just a hangup of my own which makes me limit my own decisions arbitrarily based on my Character's skill set.
DnD, and other skirmish
DnD, and other skirmish games, do not support social situations very well. That is, an hour's negotiations are determined by a single roll,, or a dozen, with no rule to define which is more appropriate. However, I don't think a lack of direction is always a bad thing. I like letting single rolls influence the direction of a conversation, and perhaps close or open doors at the extreme results (both good and bad), but generally I like letting players use their own ingenuity. If they remember that the local sheriff takes bribes (last mentioned six months ago), then I don't care if they don't have the bribe skill, for a price, they can do anything
ISome games benifit greatly from social conflict systems, though I find it requires that players understand the social norms of whatever society they are playing in. If a player knows that addressing somebody by their given name is an insult, and they do so, it may prompt any of a number of responses, but the system is built to handle it. If, however, the society is vaugely defined, then I think it too often comes down to a discussion out of character about expectations. Finally, there needs to be some reward system for social conflict equal or related to those for more traditional conflict. If players see interactions not at the point of a sword as "filler", then some will lose interest, and that defeats the point of what can be some of the best parts of a game. I can't tell you how many times my dice exploded in that battle with the oni (in Legends of the Five Rings), but I can tell you all about the meeting with the Clan Champion that happened a little later.