Showing posts with label cooperation. Show all posts
Showing posts with label cooperation. Show all posts

Wednesday, February 4, 2026

Dark Social Maneuvering in The Chronicles of Darkness (Forcing Confessions and Cooperation)

When last we met to discuss rules, I was talking about Social Maneuvering in The Chronicles of Darkness (A Simple, Elegant System). This rules system is meant for those social checks that are more than a simple yes/no, pass/fail, and they give you a varied, useful mechanic for actually winning hearts and minds (or wearing down resistance) over time.

However, sometimes you don't have weeks of time to spend on flattery, false friendship, and persuasion. Sometimes you need an NPC to give you what you want right fucking now. And when you find yourself in those high-stress, high-risk scenarios, you end up using the second half of the social maneuvering rules... or, as the game calls it, forcing doors.

For more of my articles on interesting rule systems in the Chronicles of Darkness, check out:



As always, don't forget to sign up for my newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Dark Social Maneuvering


To recap for folks who didn't go back to review the last post, when you want to socially maneuver a target to get what you want, this creates a number of Doors that you have to go through that are based on that NPC's resistance, using the lower of their Resolve of Composure. More Doors are added based on whether the thing you want the character to do goes against deeply held principles, if it would put them in danger, etc.

Now normally when you use the social maneuvering rolls you're trying to persuade someone, or to get on their good side so they want to help you. You might even be bribing them. However, there may be times where those kinds of actions would simply take too long, or you simply don't have the social skills it would take to go that route. If that's the case you have the option to force doors open... but while this might get you what you want, there will likely be repercussions.

It's just you and me here... sooner you talk, the sooner I can get you out of this chair.

Forcing Doors happens when you take actions to terrify or obligate someone into doing what you want, and it's an all-or-nothing situation. When forcing Doors open you make a single roll, but the number of unopened Doors acts as a penalty to your roll. So, say you wanted to threaten someone into giving up blackmail material they've been hiding, or to hand over the name of a contact. The player character might leverage their force of personality with a Presence + Intimidation roll, using their specialty in Explicit Threats. However, the person they're threatening has 3 Doors that need to come down, giving the PC a -3 penalty on the roll.

Now, if a player really wants to swing for the fences, they can also include Hard Leverage. This is basically the dark version of a bribe, in that it's physical violence, kidnapping, blackmail, or something else that will add weight to their side of things, and make forcing those Doors open that much easier. And if that Hard Leverage would cause the player character to suffer a breaking point, then it can remove Doors entirely, making the penalty that much smaller. If the action is egregious enough to give the player character a -2 on their breaking point roll, it removes 1 door. If it's -3 or higher, that removes 2 Doors.

So what does all of this look like?

Dane needs the name of a criminal contact. He knows a street pusher who could give it to him, and he doesn't have time to mess around. So he kicks in the pusher's door, pulls a gun, and cocks back the hammer. Dane might be a crook, but he's not generally a violent guy. Perhaps he and Slick are actually friends, in a way, and this is really breaking Dane's idea of who he is, and what he's capable of. That threat with a deadly weapon would likely be enough to automatically remove 1 Door. And if he went further? If he put a bullet in Slick's leg, or pistol-whipped him to make it clear he was serious? That level of line-crossing might be enough to remove 2 Doors.

Given that average Resolve and Composure are 2 dots, it's entirely possible that by not leaving this up to chance and going full-tilt, Dane could force Slick to comply and give him the information with ease. However, while he'll get what he came for, there are costs to this approach. There's the breaking point roll, which might end up costing Dane some Integrity. There's also the matter of burning the bridge he had with Slick (assuming Dane doesn't disguise himself in some way), as well as painting a target on his back if Slick chooses to send violent reprisals his way in the future.

Like it says on the tin; high risk, high reward.

With that said, though, the fact that the social maneuvering rules are robust and flexible enough to account for various different approaches, molding them to the intention of the players, makes this one of the greatest advantages for the Chronicles of Darkness... and this is especially true for adding tension and challenge to the influence game which is so often part of any chronicle!

Like, Follow, and Stay in Touch!


That's all for this week's Crunch post! To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or the dark sci fi channel I contribute stories to, The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, March 14, 2020

Making The Lone Evil Character in a Good Party Work

"Hey!" the man called from his cell. "Hey! Take me with you, blast your eyes!"

The Companions stopped, and looked at the figure held behind the iron bars. He was tall, thick in the neck and shoulders, and with scars running along his knuckles. The mark around his neck said he'd been hanged at least once, and the brands across his arms marked him as a bandit, a thief, a pirate, a deserter, and a murderer. His eyes were dark, and there was an air of palpable violence around him.

"And what need do we have of a man like you?" Ceradil asked, folding her arms and glaring.

"Do you know who I am?" the man snarled.

"You're Harkon Vale, the Bloody Maul," Koran said, frowning. "The Oaken Hunters brought you down."

"Only because those curs I ran with told them where I'd be, and got me good and drunk." Vale grinned, showing yellowed teeth like a mangy wolf. "You seek them. I know you do. These so-called Shadow Lords. I know where they are, and how you can lay them low."

"And why should we trust you?" Ceradil asked.

Vale laughed. "You shouldn't. But I want them to know it was me that did this to them. For that chance, I'll follow whatever laws you want. Or break them, it's all the same to me."

"I have an idea!" We're not committing murder. "I no longer have an idea."

When You're The Only Monster


While a lot of the previous entries in this series have been executing specific concepts in particular ways, this one is going to be a lot broader in scale and scope. Because evil isn't restricted to certain classes or characters; evil is the madness in your method. And when you're the only one at the table actively choosing to be evil, you can feel like the square peg in the round hole.

Which is why I'd suggest keeping some of the following strategies in mind. Also, if you haven't read it yet, be sure you check out 5 Tips For Playing Better Evil Characters, as it will lay a solid ground work for avoiding problems while ensuring everyone still has fun.

Method #1: Have A Code


There are rules to this game.
There's an old saying that of all the evil alignments, lawful evil is the easiest one to work into a campaign. Generally speaking that's because lawful evil characters may still have a capital E in their alignment box, but they'll act in ways that are predictably awful, and which can be managed. To use a comic book reference, Iron Man will work with Dr. Doom if their goals and ends align, and Tony knows that when Victor gives his word he will do what he said.

Adopting the broad strokes of this and applying them to your evil PC are one of the easiest ways to make them more palatable for a group that may not share their methods and tastes, but who are nominally on the same side. It may even humanize them in some ways, and make them into characters who happen to be evil, rather than an evil alignment being their sole defining feature.

For example, the necromancer who creates undead to fight their battles for them is constantly dipping their soul in wells of black power. But do they have standards for who gets turned into undead slaves, and who gets buried with respect and honors? Do they offer an equal trade, like The Taskmaster Necromancer? Or do they only use the bodies of creatures who lack personhood, as with The Veterinarian Necromancer? These standards and codes of behavior don't erase their evilness, but they do make it clear they have rules that they follow, and often those rules are what allow them to work as part of a team.

Lastly, if your character is very lawful evil, they could even swear an oath to serve a cause. This binds them to certain codes of conduct, allowing them to still maintain who they are, but to meet their companions halfway.

Method #2: Have a Minder


Tywin said help, so I'll help. But I won't like it.
If you've read the books or seen the show, you know that "Ser" Gregor Clegane is an absolute monster. He's committed every heinous act in the world, and he enjoys reveling in abject wickedness whenever he's left to his own devices. It's probably one reason my character conversion for The Mountain has been so popular among Pathfinder DMs looking for bad guys.

However, when Tywin Lannister tells Clegane to do something (or just as importantly not to do something) the Mountain listens. Because Gregor might be a waking nightmare, but he knows which side his bread is buttered on. Tywin could take away everything he has, and cease protecting him for his "fun," and he wants to make sure that doesn't happen.

A similar situation can greatly help an evil PC slide into a game without ruining the experience for other people. The minder might be a fellow PC who holds the reins to the evil one in some way. For example, say the evil character is a bodyguard for the duchess who is the party's bard, and he has to do as she bids him. Or perhaps the cleric has hold of a spiritual enchantment that can literally paralyze the evil PC with agony if the command word is even thought, and the evil PC has been given to said cleric so they might attempt to reform them... or at least use their strengths for good causes.

If none of the other players want to get in on that action, though, you can often work with your DM to provide some kind of minder for your PC by using NPCs or NPC organizations. Whether it's your noble patron, the knightly order who grants you at least partial immunity while you fight for them, or the church who overlooks your "zeal" when it gets out of hand, keeping on your minder's good side can often let you play your character without also trampling on the rest of the table's fun.

And if you're looking for inspiration on this one, I'd recommend checking out:

- 100 Nobles to Encounter as well as A Baker's Dozen of Noble Families (for patrons)
- 100 Knightly Orders (for organizations)

Method #3: Keep Things Subtle


Somebody murdered the baron? Shame. I'll send flowers to his widow.
Nine times out of ten the major reason that evil characters cause problems in majority good parties is that they do their deeds right out in the open. Whether it's the evil cleric who performs some blasphemous rite in front of the paladin, or the assassin who openly brags about the fortune they made murdering innocents for coin, that sort of thing just causes problems.

You need to be subtle with your evil... at least with the really bad stuff.

That isn't to say you have to be good, kind, or nice all the time, but save those line-crossing moments for when there's no one around to see them. For example, if your scout is actually the servant of an evil church who performs rites of torture in graveyards, maybe don't describe all of that in loving detail to the rest of the table? Bring it across in little ways that make people suspicious, but which gives you plausible deniability. If the party finds a body, have this character point out how they died, and get specific with what they know (the killer used a wire garotte instead of a rope, for instance, and it likely had wooden grips instead of a noose as you could tell by the cutting and pressure on the neck). Or have them talk about the organization of a particular assassin guild, perhaps a rival they're trying to sabotage on behalf of their church.

Keep in mind the advice I suggested in Reveal Details About Your Character Through Flavor-Based Skill Checks. You don't need to show up in black armor covered in skulls. Draw it out, and let the party learn about you as a character before they realize they've been dancing with the devil this whole time. Because once they know you as an ally, and they've come to rely on your skills, it makes it more likely they'll keep you around. As long as you swear to be on your best behavior, of course.

Lastly, Don't Mistreat Your Allies


The major mistake I see in most contentious PCs, but especially in evil ones, is that players use it as an excuse to be a jerk to the rest of the table. The rogue steals everyone else's gold, the gnome plays really mean practical jokes, the barbarian acts like a bully, and so on, and so forth.

Don't do that. You don't have to be bosom buddies with everyone at the table, but at least aim for grudging respect, or workplace politeness. You want people to work with you, and for that you need to be a team player. That will go really far in making sure everyone else thinks your character is neat and interesting, instead of getting annoyed with your actions.

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a dungeon master.

For more of my work, check out my Vocal and Gamers archives, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, May 15, 2017

Is The CIA Using RPGs As Training Tools?

What comes to your mind when you picture CIA training? Probably a lot of physical action, like trail running, hand-to-hand combat drills, and hours upon hours spent in the hazy cloud of gun smoke that fills the firing range. Agents have to learn to recognize patterns, to understand motivations, and most importantly, to learn the value of dissembling.

According to i09, though, the Central Intelligence Agency has a rather unexpected set of tools in its training bag now. Roleplaying games.

You can't drive this until you hit 12th level.

Gamification With A Security Clearance


As I said way back in 2015 in The Very Real Benefits of Playing Roleplaying Games, there are all kinds of reasons to grab some funny-shaped dice and sit around a table. But while socialization and entertainment are two of the big reasons for most of us, organizations like the CIA seem more concerned with other uses RPGs have as a learning tool. Things like risk assessment, problem solving, team building, and other useful applications. And what to do when the deck is stacked against you, and you've got limited options.

Murder, evidence destruction, body disposal, arson... the CIA, or your game's party?
At 2017's SXSW, there were a few examples of the games agents play in order to get their minds going in the right directions. There was a board game called Collection, which was a Pandemic-esque game where players had to work together to stop a global threat. There was a card game version, as well. There were even more intricate games where agents dealt with more variables, and more intricate missions. The goal was to get them used to functioning in a group dynamic, to help them think outside the box, and to achieve common goals.

Who says RPGs are just for kids?

That's all for this Moon Pope Monday update. It's a little short, but hopefully it makes for some good table talk when your group next gets together. If you want to keep up to date on my latest releases, follow me on Facebook, Tumblr, and Twitter. Lastly, if you'd like to help keep Improved Initiative going, head over to The Literary Mercenary's Patreon page to become a patron. All I ask is $1 a month, and that buys both my everlasting gratitude, as well as some sweet swag.