Nowhere Land
PART VII · PART VII: INFLUENCE & PERSUASION

Advanced Social Exchange

The basic Social Exchange rules cover everyday persuasion and conflict. This section expands those mechanics with systems inspired by Dogs in the Vineyard and Burning Wheel—giving you tools for high-stakes social conflicts, persistent relationships, and character-driven narrative agency.

The Raise/See System

When you need specific outcomes from an NPC—more than mere disposition change—you use the Raise/See system. This turns abstract social rolls into concrete demands.

Raise

Make a specific demand: "Tell me where the artifact is," "Give me your weapon," or "Admit you were wrong." The demand must be clear and achievable.

See

The target can accept (conceding to your demand) or contest it. To contest, they make a resistance roll using their relevant skill + essence.

Counter-Raise

Instead of accepting or seeing, the target can make their own raise: "Tell me why I should help you" or "Give me something in return first."

How Raises Work

  1. Declare Your Raise: State clearly what you're demanding. The demand should be specific and something the NPC can actually provide.
  2. Set the Stakes: Based on the Escalation Ladder, determine what resources are at risk. Higher stakes require more investment.
  3. Make Your Roll: Use the appropriate Path (Persuasion, Conviction, Sincerity, or Mendacity) with any modifiers from Relationship Tags.
  4. Target's Choice:
    • Accept: They give you what you want. Mark the relationship change.
    • See: They contest with a resistance roll. Compare results.
    • Counter-Raise: They make their own demand instead.
  5. Resolve: If contested, higher roll wins. The winner's side gains +1 disposition. The loser may need to concede or escalate.

The Escalation Ladder

Not all social conflicts are equal. The Escalation Ladder helps you track how intense an interaction has become and what resources are appropriate to invest.

LevelNameDescriptionStakesCost
1TalkingCivil conversation, information gatheringMinor—social standing, minor favorsNo cost
2TeasingMild pressure, testing boundariesLow—small debts, embarrassment1 Imagination (optional)
3PressingStrong pressure, significant demandsMedium—important favors, secrets2 Imagination or 1 FP
4Physical ThreatViolence implied, intimidationHigh—safety, loyalty, major decisions3 Imagination or call bluff
5ViolenceActual physical harm beginsVery High—permanent harm, deathCombat rules apply
6Total WarNo holds barred conflictExtreme—everything at stakeAll available resources

Escalation Rules

  • Once you escalate, you cannot return to a lower level without explicit agreement.
  • Each escalation level requires at least one round of contested action.
  • If someone escalates and the other party refuses to match, they must concede or flee.
  • Violence (Level 5) initiates full combat rules—social exchange ends.
  • Crossing two or more levels in a single exchange costs additional resources.

Relationship Tags

After significant social exchanges (±2 or more disposition change), assign persistent Relationship Tags. These modify future social rolls and create narrative hooks.

Positive Tags

Owes MeNPC owes the character a favor
TrustedNPC trusts the character unconditionally
ImpressedNPC admires the character's abilities
IntimateClose emotional bond formed
AlliedActive alliance in place

Negative Tags

GrudgeNPC holds a grudge against character
DistrustedNPC doesn't trust the character
EndangeredNPC feels threatened by character
ShamedNPC was humiliated by character
BetrayedNPC was betrayed by character

Using Relationship Tags

  • Applying Tags: When disposition reaches ±2 or beyond, assign one relevant tag.
  • Tag Bonuses: Positive tags give +1 to social rolls with that NPC. Negative tags give -1.
  • Multiple Tags: Stack effects—three positive tags give +3.
  • Tag Conflicts: A "Trusted" and "Betrayed" tag cancel each other out.
  • Removing Tags: Through significant social action (major raises, resolution of conflicts).

Social Fallout

Major social conflicts leave permanent marks on your story. After a significant social exchange (disposition change of ±4 or more, or a contested Raise), assign Social Fallout to record the lasting consequences.

Betrayal

Someone was betrayed—trust is forever broken

Humiliation

Someone was publicly humiliated—pride wounded

Revelation

A secret was revealed—relationships shift

Alliance

A new alliance was formed—new obligations

Debt

A debt was incurred—payment will be demanded

Oath

A binding oath was sworn—cannot be broken lightly

Rivalry

A rivalry began—competition for a goal

Breakup

A relationship ended—permanent separation

Core Beliefs

Beliefs are the heart of your character—convictions that drive action and can be tested for reward. Inspired by Burning Wheel's Beliefs system.

Types of Beliefs

Instinct

Gut reactions, survival instincts. "I always run toward danger to protect others."

Drive

Personal motivations and goals. "I must find my way home, no matter the cost."

Philosophy

Worldview and values. "The truth is always worth telling, even when it hurts."

Creating Beliefs

Each character can have 1-3 Beliefs. When creating yours:

  1. Write a clear statement of belief (1-2 sentences)
  2. Choose the type: Instinct, Drive, or Philosophy
  3. Ensure it's specific enough to be tested in play
  4. Make it create interesting conflicts when challenged

Testing a Belief

A belief is tested when it conflicts with another value, goal, or necessity. Your character must choose between their belief and another path. This creates drama and earns Fate Points.

Fate Points (Artha)

Fate Points (called Artha in the old traditions) represent narrative agency—the power to shape your story. You earn them by testing your Beliefs and spend them for narrative control.

Earning Fate Points

Belief Tested + Success

When a belief is challenged and you act on it, earn 1 FP

Belief Tested + Sacrifice

When you sacrifice something important to uphold belief, earn 2 FP

Belief Tested + Failure

When you fail but stay true to belief, earn 1 FP

Spending Fate Points

Reroll

Reroll any failed test

1 FP

Bonus

Add +3 to any roll

1 FP

Declare

Declare a narrative fact or event

2 FP

Resist

Resist domain effects or Drift

1 FP

Starting Fate Points

  • Characters start with 3 Fate Points maximum
  • FP do not refresh automatically—earn them through play
  • Unspent FP at session end are lost (the narrative moves on)
  • GM can award bonus FP for exceptional roleplay or story milestones

Example: Advanced Social Exchange

The Negotiation

Mira needs information from Vark, a fence who owes her a favor—but she's asking him to betray a client.

Setup: Mira has "Owes Me" tag on Vark from a previous exchange.

Round 1 - Talking: Mira approaches calmly, asks about recent business. Vark is guarded but civil (Disposition +1).

Round 2 - Pressing (Raise): Mira escalates and makes her raise: "Tell me where the Hollow Sons are hiding their shipment." She's spending 2 Imagination to escalate to Pressing level.

Vark's Choice - See: Vark contests with Intimidation + Umbra. Both roll... Vark gets 14, Mira gets 16. Mira wins!

Fallout: Vark gives up the information but marks "Distrusted" tag on Mira. A "Revelation" Fallout is recorded—the Hollow Sons will learn who betrayed them.

Quick Reference

Advanced Social Exchange Summary

Raise/See:

  • Raise → Make demand
  • Target: Accept / See (contest) / Counter-Raise
  • Winner gains +1 disposition

Escalation Ladder:

  • 1. Talking (no cost)
  • 2. Teasing (1 IM)
  • 3. Pressing (2 IM or 1 FP)
  • 4. Physical Threat (3 IM)
  • 5. Violence (combat)
  • 6. Total War (all in)

Relationship Tags:

  • Apply at ±2 disposition change
  • Positive: +1 to rolls
  • Negative: -1 to rolls
  • Stack effects

Fate Points:

  • Start: 3 FP max
  • Earn: Test beliefs in play
  • Spend: Reroll (1), +3 (1), Declare (2), Resist (1)