Shadowrun RPG Rules - Social

These are the rules on how social encounters works, worth knowning and was part of a a port I did for my blog as part 11 of the introduction to the Genesys system for my Shadowrun game.

Social 101

Whereas combat encounters are fairly well defined, social encounters are slightly less so. The primary reason for this is that social encounters use narrative gameplay, while combat encounters use the structured gameplay rules. Since structured gameplay is essentially a defined subset of rules – your characters roll for Initiative to enter it, and stop using those rules when your opponents are all dead or defeated – it’s easy to determine when a combat encounter takes place. Social encounters don’t have those clearly delineated boundaries.

For our purposes, a social encounter is an encounter that primarily focuses on your party of player characters engaging with non-player characters in discourse or dialog. The encounter likely focuses on the PCs trying to accomplish some sort of goal, while the NPCs are directly or indirectly opposing them.

For example, a social encounter could take the form of your characters trying to buy a new car for the lowest possible price, while the car dealer (an NPC) tries to make them pay as much as possible. In a different social encounter, your characters might try to convince a gang of battle-hardened mercenaries to turn on their employer. The mercenaries (all NPCs) may not initially be willing to do so and might need to be persuaded. In yet another social encounter, your characters might try to charm the mayor of a local town.

Whatever the PCs’ goal, perhaps the mayor is in opposition to it, and his neutral opinion of them needs to be changed to a favourable one if he is to change his mind about the issue at hand.

That’s the basic overview of a social encounter. Now, let’s get into some more details.

Combat for Shadowrun

Social Rules Overview

  • Check Result - Using the results of a social check.
  • Encounter - Structure of a social encounter.
  • Outcomes - Outcome solutions to aim for.
  • Motivations - Motivations in Sociaal encounters.
  • Other - Additional rules for Fear, Sanity, Major Revelations, Cliff-hangers, metagaming, no mere moretal and super characteristics, heat and monologue..

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