Type of Game: Biding
Number of Skills Chosen per Action Round: 3
Skill List: Bluff, Diplomacy, Intimidate, Perception, other skills may be used creatively.
The Negotiation skill-game is useful for modelling formal interactions such as suing for peace, negotiating an armistice, buying secrets from a double agent, or using such secrets to sabotage your own armistice. It also provides a model for diplomatic situations that are less visibly formal, like pleading with a dragon when it’s got a party member in its mouth.
All of the actions in Negotiation come down to attempts to secure concessions from other parties. Concessions are described as either moderate or significant, the exact meaning of which must inevitably vary on a case-by-case basis. Concessions can be used to reverse previous concessions, but there are generally more productive ways to spend one’s tokens. A significant concession can reverse a significant or moderate concession; and a moderate concession can reverse another moderate concession.
When all is said and done, the Negotiation skill-game can be resolved in one of two ways. If no party bids on a Demand action for two [Action rounds], the Negotiation ends amicably, and all granted concessions are socially binding. On the other hand, a party that has been pushed to its limits by unreasonable demands can leave in a huff. It loses all of its tokens and no longer has to grant any concessions for the skill-game, though other parties no longer have to grant it any concessions either. This can also often be a bad idea, with serious social and political consequences. If only one party remains in the skill-game, the Negotiation ends.
Negotiation Action Set
The party demands a concession from one or more other parties in the mini-game, who are socially obligated to grant the concession. The nature of the demand is not determined until this action is taken. The simplest option available in Negotiation, demanding things is a time-honored diplomatic tradition.
The party responds to a demand made, recognizing that they cannot over come their target’s bid, but can reduce their target’s bid to a significant degree. They instead offer a concession that the target party may make to provide a full concession on the demand made.
Negotiation Action Table
|Action||Bid Won By||Result|
|Demand||1||Party successfully demands a moderate concession which is mutually beneficial to them and opposing parties.|
|Demand||2||Party successfully demands a moderate concession which is potentially somewhat dangerous to opposing parties, or a significant concession which is mutually beneficial.|
|Demand||3||Party successfully demands a significant concession that poses no danger to opposing parties|
|Demand||4||Party successfully demands a significant concession that poses some danger to opposing parties.|
|Each Action Round, all parties participating roll 3 different skill checks against their opposing parties, and gain 1 token for each successful skill check. Next each party can either make a demand, or counter offer, or stall. If a party can make a demand that the opponent cannot out bid, and the opponent does not counter offer, the opponent is socially obligated to fulfill the demand. If a counter offer is accepted, both parties are socially obligated to fulfill their concessions.|