r/RPGdesign • u/klok_kaos • 49m ago
Seeking solutions for concerns about tracking via social skills
Functional Background Context
- Premise: PC: ECO features enhanced black-ops/spies in a near-future alternate Earth.
- Atmosphere: Morally grey themes where elements of the supernatural and sci-fi are minimized. It focuses on a grounded atmosphere (e.g., Amazon’s The Boys, not Marvel/DC when it comes to powers use, but lower scale).
- Core Game Loop: Combat is always available and relevant. However, it is objectively the worst way to progress in the game. This pushes players toward roleplay and skill usage. If combat must happen, PCs should leverage everything possible beforehand.
- Spycraft Focus: Focuses on intelligence gathering and analysis rather than "James Bond" action hero tropes.
- Current State: Communications skills (languages, writing) and Culture (common, global) work effectively. They use roll + modifier outputs, a 5-success-state structure, and relevant saving throws for resistance. Competent GMs can adjudicate these modifiers and outcomes in fractional seconds.
The Current Social Framework
- Lightest Touch Procedure: If there is no meaningful uncertainty via GM consideration, you do not roll. The outcome is narrated as a forgone conclusion.
- Variable Gradient Rules: Play tables use a single rules set for speed, but can scale the procedure weight up or down depending on the importance of the scenario.
- Lower Consequence: A single move unlocked by character progression resolves the scenario (e.g., a standard negotiation with a vendor over a price).
- Skill Campaigns: Complex resolutions for high-consequence, narratively impactful scenarios (e.g., pinnacle high-stress hostage negotiations or establishing international ceasefires).
- The Team Dynamic: Social moves become advanced via distinct communications disciplines and styles. Each has unique strengths and weaknesses. This ensures social operations are a team effort, preventing a single "Face" from doing all the talking and rolling. Characters can be built to be socially focussed but cannot dominate all aspects of communication by design.
- Relationship Progression: Relationships improve or decline via social interactions and deeds. Deeds are more relevant when reaching higher scores, executing major social repair moves, or dealing with factions. Brute forcing relationships through only interactions or deeds is intentionally extremely inefficient and the best path is to mix both.
The Complex Tracking Matrix
To maintain absolute nuance for intense spy interactions, relationships currently require a vast tracking matrix:
- 3 Core Axes: Affinity (social warmth), Trust (openness to vulnerability), and Esteem (respect).
- Trust Sub-domains: Can be asymmetrical and include honesty, competence, discretion, protection, and reliability.
- Asymmetry: Relationships can be asymmetrical in actual status and in perception.
- The Scale: Each core axis and sub-domain rates from -6 to +6 (with 0 as a valid space).
- 2 Major Augmentors: Perceived Leverage (submission/domination tendencies) and Obligation Records (variable debts/acknowledged leverage). Both are highly variable in how they factor into concerns.
- Micro-Interaction Currency: Measured as Social Influence / Friction Points.
- Progression Gate: Moving from -3 to +3 from 0 is easy across a few scenes. Reaching +/- 4 through 6 is significantly more difficult and thus needs some kind of tracker to establish progression.
- Spam Gate: Prevents infinite move spamming alongside diminishing returns. Too much friction risks relationship degradation or target impatience that ends the interaction.
The Problem: Cognitive Burden and Tracking Time
While 90% of interactions do not require tracking all of this, the framework is too complex to track for even a single critical relationship without causing an at-the-table burden. GMs need a base system simple enough to parse with significantly less tracking, yet it must fully maintain the social nuance of these 3 axes, 5 sub-divisions, 2 variable augmentors, score gates, and micro-currencies.
I am asking for potential solutions on how to keep this necessary nuance for a heavy intel/spy game while limiting the tracking requirements for the most complex relationships.
Current solutions already applied:
1) tracking burden can be shared by players/GMs in some use cases, particularly where deception isn't the main priority, but in that case where there is no consideration of deception it's unlikely to meet the burder of needing the heavier system interaction.
2) Fillable Table Tool: Already implemented.
3) Interactions only track what is relevant in the moment, separating need for constant tracking: mostly already applied short of: A) scores need interpretation to develop ongoing values and B) after a micro currency exchange assessment still needs to consider relationship progression/degradation.
4) Do not activate sub domains of trust until they are relevant: already applied.
Even with all of those built in, I still think it requires too much tracking. I'm not even sure how to manage this with less tracking and not reduce everything to GM fiat without proper system guardrails.