I don't see why. Why would you need the diplomacy engine to determine the initial attitude of strangers? Why would diplomacy lend you some kind of precognitive knowledge on whether or not what you meet is hostile? Why would it be better to let dice randomly determine how well a social encounter goes before the encounter even begins?John Magnum wrote:Well, the point is that the decision of which branch of that flowchart you go down--do you or do you not believe that the people you've just met are hostile--seems to be something that should be adjudicated by a diplomacy engine.
As far as I've ever seen the use of a diplomacy minigame it would be largely the same as the combat minigame. There may or may not be combat if someone or something instigates it or it may be avoided. The GM largely determines whether or not something is after the PCs for whatever reason. I don't think I can care about whether or not the GM then determines whether or not something just simply agrees with me or not.
Basically if I don't care what the GM invents to come after my ass why do I care whether or not his NPCs have motivations beyond my knowledge that allows me to avoid having to play the diplomacy game because they already want to do what I want them to do?
That sounds like hyperbole. We have a Bluff skill no? the modifiers on it are choosen by the GM based on the situation. The modifiers provide guidelines based on what the PCs want people to believe and how willing the listener is to believe it. So why then would I object to diplomacy as a whole working in a similar fashion if I don't particularly have a problem with the way bluff works?It's like how the entire system punts the question of "How does the NPC react to this particular demand for a concession?" by just having the DM pull a modifier out of his ass. That's the entire crux of the issue, so having that by not a part of the system means that the system just... really doesn't cover very much.
Wait... this doesn't make any sense to me. While I don't like PL's system the flow chart seems to cover every possible social situation you'd deem to fall under what you think diplomacy is supposed to do. From haggling [drop the price? -> They disagree -> You press for it -> Social combat] to convincing two different sides to lay down arms while you're acting as a third party [Side A + B want to fight -> You want them to stop -> They don't wanna -> Social combat ensues].This is part of why "social combat" continues to be a really poor conceit for any subsystem that purports to handle diplomacy. You end up excluding vast and important swathes of what people in the real world think diplomacy is so that you can cram the social interactions you CAN handle into the adversarial format.
Now HOW social combat rules go will determine whether or not the act of social combat is fun and interesting for the game but PL's flowchart works fine for anything you'd care to use diplomacy for and for all the arguing against it no one has pointed out what it wouldn't work for as far as I can tell. THe only complaint seems to be that the GM gets to determine some stuff and the GM already gets to determine whether stuff exists so I don't know why someone would be afraid that the GM may determine that hostile things in hostile territory see hostile things as hostile and react to those probably hostile things with hostility. If you want the bard to then defuse catastrofuck situations like that then simply make a way for him to temporarily halt hostilities long enough to make the attempt. That seems like a completely reasonable "diplomancer only" ability to have in your game.