The Hive Custodian
1st of January, 2007, 19:03
While coming up with a set of stats for a game of mine, I encountered an issue I'm sure many of you have experienced before: the roleplaying of mental and social stats. (I use the word "roleplay" because, although a character's decisions can influence mechanical results in the game, the influence of stats on those decisions is often not strictly defined in the rules.) We can easily imagine being stronger, weaker, clumsier, quicker, tougher, frailer, and so on. Physical stats are relatively easy to visualize and quantify. Mental and social stats, however, can be more difficult. While there is more margin for fudging, since we understand such things in less concrete terms, in my experience this is far outweighed by the challenge of roleplaying such stats, especially if the character's stats are wildly different from the player's real-life ability in the area. Unfortunately, both the effort and skill put into roleplaying these stats is often inadequate.
And now for a few questions that I think cover the main points of this issue. One from the player's perspective, and one from the game designer's:
1. Should players be forced to play mental stats?
Let me start by responding to a common, but mostly unwritten sentiment:
"Mental and social stats, by their very nature, don't need to be roleplayed."
Nonsense. If you have a character with a low Strength stat, it would be wrong for you to say "my character lifts the car off the ground and tosses it at the building". Likewise, if you have a character with a high Strength stat, it would be wrong for you to say "my character tries to lift the folding chair, but can't get it off the ground". Your stats define certain things about your character; it is your contract to stay within the bounds of those stats. Otherwise the stats are meaningless. If your character has a low Intelligence stat, they're not going to figure out how to toss a rock so that the two sentry guns shoot at and destroy each other. Likewise, if your character has a high Intelligence stat, they're not going to walk off the castle wall just because the party wizard did it after casting feather fall.
Unfortunately, taking the example of the published game I know best, D&D tries to stand halfway on the issue. On one hand, it is mentioned that DMs should play monsters to their mental stats, and ability scores in D&D, if nothing else, are meant to say something about the character beyond simply being a factor in determining mechanical results. On the other hand, many creatures and high level characters have mental stats that are so high that they are virtually impossible to roleplay, and the CR system, for the most part, fails to give full compensation for the value of mental stats were they roleplayed to what they should be.
However, I do realize some difficulties with my view. First of all, it excludes players solving puzzles (as opposed to making a roll on their characters' Intelligence stats). Second, as mentioned earlier, roleplaying such stats is not the easiest thing in the world. Smart players will have to consciously dumb down for stupid characters, and normal people playing super-geniuses or extremely charismatic characters. (I'm sorry, ripping off lines from movies does not make your character charismatic.) While there are several proposed solutions to these problems, I will not discuss them now, although we may do so later.
2. Should there be mental and social stats?
So if a character's stats are a contract, but you still want players to figure out things for themselves as well as project the proper social graces for their characters, what can be done? One solution is to simply make some of these mental and social things not stats. Some things should certainly be kept as stats; for example, knowledge of the game world, and appearance (which is generally listed as a mental/social stat as opposed to physical, go figure). But if you want players to figure out puzzles rather than rolling on Intelligence, devise their own tactics without consulting how much they would know about such things, and judge their lines on their wittiness rather than the character's Deliver Quip stat, perhaps the proper solution is to simply make these things not stats.
Something of a middle ground could be found where people can play their characters dumb, and say explicitly OOC that they are doing so. This would allow players to play lower mental/social stat characters without special penalty, as the GM would then be able to take this into account.
Thoughts?
And now for a few questions that I think cover the main points of this issue. One from the player's perspective, and one from the game designer's:
1. Should players be forced to play mental stats?
Let me start by responding to a common, but mostly unwritten sentiment:
"Mental and social stats, by their very nature, don't need to be roleplayed."
Nonsense. If you have a character with a low Strength stat, it would be wrong for you to say "my character lifts the car off the ground and tosses it at the building". Likewise, if you have a character with a high Strength stat, it would be wrong for you to say "my character tries to lift the folding chair, but can't get it off the ground". Your stats define certain things about your character; it is your contract to stay within the bounds of those stats. Otherwise the stats are meaningless. If your character has a low Intelligence stat, they're not going to figure out how to toss a rock so that the two sentry guns shoot at and destroy each other. Likewise, if your character has a high Intelligence stat, they're not going to walk off the castle wall just because the party wizard did it after casting feather fall.
Unfortunately, taking the example of the published game I know best, D&D tries to stand halfway on the issue. On one hand, it is mentioned that DMs should play monsters to their mental stats, and ability scores in D&D, if nothing else, are meant to say something about the character beyond simply being a factor in determining mechanical results. On the other hand, many creatures and high level characters have mental stats that are so high that they are virtually impossible to roleplay, and the CR system, for the most part, fails to give full compensation for the value of mental stats were they roleplayed to what they should be.
However, I do realize some difficulties with my view. First of all, it excludes players solving puzzles (as opposed to making a roll on their characters' Intelligence stats). Second, as mentioned earlier, roleplaying such stats is not the easiest thing in the world. Smart players will have to consciously dumb down for stupid characters, and normal people playing super-geniuses or extremely charismatic characters. (I'm sorry, ripping off lines from movies does not make your character charismatic.) While there are several proposed solutions to these problems, I will not discuss them now, although we may do so later.
2. Should there be mental and social stats?
So if a character's stats are a contract, but you still want players to figure out things for themselves as well as project the proper social graces for their characters, what can be done? One solution is to simply make some of these mental and social things not stats. Some things should certainly be kept as stats; for example, knowledge of the game world, and appearance (which is generally listed as a mental/social stat as opposed to physical, go figure). But if you want players to figure out puzzles rather than rolling on Intelligence, devise their own tactics without consulting how much they would know about such things, and judge their lines on their wittiness rather than the character's Deliver Quip stat, perhaps the proper solution is to simply make these things not stats.
Something of a middle ground could be found where people can play their characters dumb, and say explicitly OOC that they are doing so. This would allow players to play lower mental/social stat characters without special penalty, as the GM would then be able to take this into account.
Thoughts?