Mutant: Year Zero
So, not all is 100% rosy in MYZ land. I’m starting to see a leeetle bit of an issue creeping up regarding how the game handles social conflicts — and a lack of PvP support for that.
Fighting-fighting is no problem and seems to work well: there’s an initiative based on a generally physical stat (Agility, although it’s also abstracted into mental quickness), and when you’re attacked you can elect to Defend, which is just like attacking but it eats up your next activation. That’s fine, even standard.
But social conflicts! Urgh, dunno. You use Manipulate to get what you want, socially, and the terms are pretty explicit: on a success, they’ll do what you want in return for something, and if you do enough doubt damage (which harms Empathy) to break them, they’ll do it without needing anything.
The problems are thus:
* There is no defense
* It still uses combat initiative
So basically the mutant with the highest Agility makes their first argument, and the target can’t do anything about it if the first go wins.
As a matter of expedience and limited NPC agency, this is a fine solution. But do this between PCs and things can get weird.
This same aesthetic/issue/whatever crops up with some of the mutations as well, and it’s almost worse because you don’t roll to make mutations succeed: they always succeed. So, a PC with telepathy can implant an idea in someone for a mutation point, and that’s that. There’s a lot of space to figure out what they do with that thought! It’s not mind control. But now what happens with a PC with telepathy does that with another PC? Same space, same room to decide what to do with that, but still. But still.
So far it’s no big thing but I think it could become a thing.