Hobbit Lord of Mordor
Scholar
So in this thread we brainstorm how to transform dialog into gameplay similar to combat.
Starting points: The actual content of the dialog is irrelevant. No 'dialog trees'. Contextual meaning of phrases is ignored. Outcome is based purely on stats and strategy/player judgment.
The purpose this kind dialog in this case is not to gain information, or clues or to socialize with some NPC, or to 'learn the lore' or 'roleplay'. However you could gain information, quest flags or disposition changes of key NPCs as an outcome of winning/failing/(or your level of success) in the mini-game. Also the 'mini-game' doesn't have to necessarily replace standard dialog trees, which could be used alongside it (for routine conversations or 'flavor' dialog)
This would be a 'mini-game'/sub-system used for example to convince some NPC to trust you, or for example to convince the king that he is being led into a trap in the presence evil mage/advisor present who is trying to paint you as a spy or traitor. Game context would come into play through bonuses or new abilities, for instance finding a letter suggesting the mage is up to no good would supply an extra 'attack' or strategy to be used at the right time in the conversation.
I once played a game, it's a political simulator (election-day.info) which has a debate mini-game. The debate goes on for 4-5 rounds, each candidate (up to 5) is given one action/choice in each round (+ choices if attacked and allowed to respond).
Either the topic of the round is chosen or a random candidate chooses it (each candidate gets to start one round)... foreign policy, city planning, family values, etc. You also choose stances: explain your policy, make a joke, speak in generalities, attack an opponent's policies. If you attack an opponent you get to choose which opponent, and the kind of attack you make, of which there are four or five (indignant, aggressive, sarcastic, subtle dig, serious business point, etc). A character who is attacked gets extra choices. He can attack back personally, turn the criticism to attack the original candidate's policies (on another issue), or he can simply ignore him. You can also attempt to change the topic being discussed in the round to another issue.
The connection between all these choices is a meter for each candidate, which shows their cool/poise/body language/how they are perceived by the audience. It goes from "total wimp" to "bully", and is changed by your actions, and reactions. If you attack another candidate aggressively your meter is pushed toward aggression, and he is made to look like a wimp, especially if he doesn't fight back. A more successful candidate, who is better at attacks suffers less aggression change relative to the "damage" he inflicts (he can afford to be more aggressive and keep his 'cool'. There are stats to do with how effective you are, how telegenic, how charismatic/likable, your policy understanding, even your mental health.
Each round is rated and after the last round rated again. The average cool/balance of each candidate + final state determines what people think of their performance. In addition, if you managed to push your issue position (less effective if you are ridiculed/get in a fight), that can increase your support with some demographic.
So your two conflicting goals are: 1/ push your message (that you are the only person with the leadership to get the school bus running on time/that the sitting mayor is an moronic jackass and probable traitor), 2/ to look normal and sane, and non-partisan.
The trick in multiple candidate debates is to avoid confrontation, and get an attack in at the last minute on your primary rival, without giving him a chance to respond.
If you are weak on policy you try to move the debate onto 'non-issues' (demographics, populism, 'corruption', family values - which you get bonuses on based on your background, most effective against gay, divorced, Afro-American, democrat, academics from another state, in rural towns), or turn it into a general brawl of shit flinging and sarcastic snipes, at the risk of looking like a douche.
Anyway not directly relevant to RPGs but it is one example of abstracting dialog. Another way would be to use stats, or 'card deck' type gameplay (you have a randomly distributed hand of different kinds of cards, attack, change topic, reflect 'damage' back, which you 'spend').
Obviously numbers/quantification need to come in somewhere, the dialog equivalents of hit points, saving throws, and armor and damage rolls.
Any existing RPGs have this?
Starting points: The actual content of the dialog is irrelevant. No 'dialog trees'. Contextual meaning of phrases is ignored. Outcome is based purely on stats and strategy/player judgment.
The purpose this kind dialog in this case is not to gain information, or clues or to socialize with some NPC, or to 'learn the lore' or 'roleplay'. However you could gain information, quest flags or disposition changes of key NPCs as an outcome of winning/failing/(or your level of success) in the mini-game. Also the 'mini-game' doesn't have to necessarily replace standard dialog trees, which could be used alongside it (for routine conversations or 'flavor' dialog)
This would be a 'mini-game'/sub-system used for example to convince some NPC to trust you, or for example to convince the king that he is being led into a trap in the presence evil mage/advisor present who is trying to paint you as a spy or traitor. Game context would come into play through bonuses or new abilities, for instance finding a letter suggesting the mage is up to no good would supply an extra 'attack' or strategy to be used at the right time in the conversation.
I once played a game, it's a political simulator (election-day.info) which has a debate mini-game. The debate goes on for 4-5 rounds, each candidate (up to 5) is given one action/choice in each round (+ choices if attacked and allowed to respond).
Either the topic of the round is chosen or a random candidate chooses it (each candidate gets to start one round)... foreign policy, city planning, family values, etc. You also choose stances: explain your policy, make a joke, speak in generalities, attack an opponent's policies. If you attack an opponent you get to choose which opponent, and the kind of attack you make, of which there are four or five (indignant, aggressive, sarcastic, subtle dig, serious business point, etc). A character who is attacked gets extra choices. He can attack back personally, turn the criticism to attack the original candidate's policies (on another issue), or he can simply ignore him. You can also attempt to change the topic being discussed in the round to another issue.
The connection between all these choices is a meter for each candidate, which shows their cool/poise/body language/how they are perceived by the audience. It goes from "total wimp" to "bully", and is changed by your actions, and reactions. If you attack another candidate aggressively your meter is pushed toward aggression, and he is made to look like a wimp, especially if he doesn't fight back. A more successful candidate, who is better at attacks suffers less aggression change relative to the "damage" he inflicts (he can afford to be more aggressive and keep his 'cool'. There are stats to do with how effective you are, how telegenic, how charismatic/likable, your policy understanding, even your mental health.
Each round is rated and after the last round rated again. The average cool/balance of each candidate + final state determines what people think of their performance. In addition, if you managed to push your issue position (less effective if you are ridiculed/get in a fight), that can increase your support with some demographic.
So your two conflicting goals are: 1/ push your message (that you are the only person with the leadership to get the school bus running on time/that the sitting mayor is an moronic jackass and probable traitor), 2/ to look normal and sane, and non-partisan.
The trick in multiple candidate debates is to avoid confrontation, and get an attack in at the last minute on your primary rival, without giving him a chance to respond.
If you are weak on policy you try to move the debate onto 'non-issues' (demographics, populism, 'corruption', family values - which you get bonuses on based on your background, most effective against gay, divorced, Afro-American, democrat, academics from another state, in rural towns), or turn it into a general brawl of shit flinging and sarcastic snipes, at the risk of looking like a douche.
Anyway not directly relevant to RPGs but it is one example of abstracting dialog. Another way would be to use stats, or 'card deck' type gameplay (you have a randomly distributed hand of different kinds of cards, attack, change topic, reflect 'damage' back, which you 'spend').
Obviously numbers/quantification need to come in somewhere, the dialog equivalents of hit points, saving throws, and armor and damage rolls.
Any existing RPGs have this?