<div>I think I'd like to keep the "guilty judge" as he could then be the focus of composure attacks, if the PCs try to get him to have a "You can't HANDLE the Truth!" moment.</div>
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<div>I'll have to consder the amalgam PC.<br><br></div>
<div class="gmail_quote">On Fri, Nov 6, 2009 at 1:16 PM, C. W. Marshall <span dir="ltr"><<a href="mailto:toph@interchange.ubc.ca">toph@interchange.ubc.ca</a>></span> wrote:<br>
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<div>Hi! Welcome to Diaspora.</div>
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<div>This sounds great. It'll be a very full session teaching Diaspora and showing off all four minigames, but I really look forward to hearing what happens! (Post it somewhere, and we send you dice!).</div>
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<div>As for the social combat specifically, there are multiple ways of doing it. First off, is the "guilty" judge capable of changing his mind? If not, then don't put him on the board -- the prosecutor is enough. If he is (and that's more interesting), then, it's a question of initial placement -- he starts off in the guilty circle, but perhaps can be persuaded away. </div>
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<div>If there's three judges represented, then victory can be set either as the first side to get two judges into their circle (guilty/innocent) (you could also see where the judges are at the end of x turns, and see if they lean towards guilt or innocence. If the guilty judge won't budge, it'll probably be simpler just to have a single token representing the judicial opinion -- if it ends in the guilty circle, then pcs lose; if not and the clock runs out then they win. The in contempt idea is cool -- It need not be circles of course -- that could be done with maneuvers placing aspects, and then tagging them: putting "dodgy argument" or "violating standard military code of justice" could be fun.</div>
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<div>You might also want to consider an amalgam pc for the defendants, as in the example in the book -- one relevant skill from each player, filling ot a notional meta-pyramid will reduce the number of tokens on the board. </div>
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<div>Hope this helps!</div>
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<div>On 6-Nov-09, at 9:56 AM, Jeffrey Hosmer wrote:</div><br></div></div>
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<div>Hi, everyone... this is my first post. I'm just starting out as a Diaspora GM, and I love the game, but I'm having trouble coming up with a Social Combat map.</div>
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<div>I'm hosting a mini-con near Washington, DC (see <a href="http://story-games.com/forums/comments.php?DiscussionID=10692" target="_blank">http://story-games.com/forums/comments.php?DiscussionID=10692</a> for the details) and I thought it would be fun to run the Diaspora mini-games as a loosely linked con game. Basically, a group of pre-gens will be involved in a last-ditch ground combat scenario as their side evacuates a planet (Platoon Combat), fight off infiltrators on their escape vessel (Personal Combat), break through a space blockade (Space Combat), and then face a court martial trumped up by a superior officer who wants to blame the whole mess on them (Social Combat.)</div>
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<div>Coming up with zone maps for the first three combats isn't too bad, as they generally map to physical features... but I'm having trouble visualizing the proper social combat map for a court martial. Being a military trial, I imagine it's got a tribunal of three officers as judges, a prosecutor, and the PCs.</div>
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<div>My general idea is one where the map has concentric circles around "Guilty" and "Innocent" and they try to move two of the tribunal members to "Innocent" while the prosecutor tries to move them to "Guilty," with a third series of circles representing "In Contempt," which can get a PC or the prosecutor thrown out of the proceedings. But I'm not sure if this map will generate a good courtroom drama scene. (One judge is already in the Guilty circle, as he trying to blame the mess on the PCs).</div>
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<div>The social combat mini-game is a great idea, but I'm new to it and I'm sure I'm missing something. Any help would be appreciated.</div></div></div>
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