Diplomacy

The Four D’s System

Diplomacy in Ardent Spacers runs on the ‘Four Ds’ system. The four Ds stand for:

  • Desire
  • Dynamic
  • Decorum
  • Deceit

Every NPC of note will have Desire, Decorum, and Dynamic specifically written into their backstory, which will set certain elements of their character and help to provide consistent and interesting experiences. These are OC abstractions. Players who invest in Diplomacy knowledge, items or resources may be able to learn about one or more of these three to gain some insight into what any given character thinks; and, potentially, an advantage. Otherwise, terms of discussions with NPCs at Ardent will be determined by contextual factors and players will be encouraged to engage organically through roleplay, rather than using the Four Ds as a checklist. 

Desire, Decorum, and Dynamic only apply to NPCs; players are free to determine these aspects of their character however they wish, although they are welcome to use these three Ds as guidance for character writing.

Desires

Desires are what a character wants. This can be specific to a specific scenario: for example, does this character want information, resources, or equipment out of a negotiation? Are they just doing a job or motivated by their values? Do they want mutual success or for their side to come out on top? It can also refer to grander, more general objectives: they might value honour, seek prestige, or be motivated by spite.

Dynamic

Dynamic refers to how the NPC sees their relationship with the players. Do they see themselves as your friend or foe, and do they consider themselves to be holding all the cards? Do they think they can easily wipe the Alliance from existence, or do they admire you? Would your threats be seen as serious, and do they think the gifts you’re promising have any merit? 

Decorum

Decorum is all about being polite, which can be difficult when you’re not familiar with the planet’s culture. Are you using the appropriate style of communication and following the correct customs? Do you know how highly this person values seniority; and do you even know what that means in their culture? Different cultures value different things: being direct, underhanded, or dancing around the point will all be received differently by each group, and then by different individuals.

Deceit

Deceit is different to the other three “Ds”, in that it comes with its own associated mechanics. Any NPC, and of course the players too, may practice deceit; it is a dangerous galaxy after all. However, through the right investment players may gain the ability to definitively detect certain deceits; as long as they ask the right questions of course. This can be done in slower time, such as when reading correspondence, or in an intense situation like a hostage situation as a hail Mary. NPCs may also have access to this ability however, and anyone can see through a bare-faced lie, or earn a reputation for untrustworthiness if they say one thing and do another…

Detect

This diplomatic call is used to detect various things, most commonly lies. If you hear “Detect Lie” after making a statement, you must reply yes or no.

Poker Face

A response to the “Detect Lie” or “Read” call. If you have gained the ability to use this call, you respond with “Poker Face” instead of yes or no, showing that you have no tell.

Valuation

Sometimes, an item may not be what it seems. If an item has the Valuation symbol, that means it can be authentic or fake. If you have the right ability through knowledge or an item, you can open these cards to see if the item is the real deal.

Bribes

Bribes are a resource commonly associated with diplomats. This is to put an in-game value to the concept, to give players a financial incentive to accept the request and add some weight to the roleplay. They are especially useful against NPCs who don’t value Alliance currency.

If you accept a Bribe, you can take it to the Ship Shop to exchange it for 10 credits, or try using it on someone else!

Stealth

Some characters are unnervingly good at hiding. Others have dermal implants to help blend with their environment. Whatever the source, Stealth is an incredibly useful ability to have when you don’t want to be noticed.

This mechanic relies on a hand signal. If you have the ability to enter Stealth (such as Infiltrators at character creation), raise one finger above your head.

When someone has one finger raised, they are invisible to everyone else with one exception: someone who uses “Detect Stealth” will be able to see them (some items may grant this detection effect without the need to announce “Detect Stealth”, so be warned!). If you hear this call, there’s no need to announce yourself; if they can physically see you, they can see through the stealth. So if you’re really well hidden already and the person out-of-character doesn’t know you’re there, the Detect call won’t help them find you!

Typically, players will need to be half hidden behind an object to use this ability, but will remain hidden even if someone walks around the object. More advanced items may remove this requirement for players, and there will be a variety of restrictions for each item that allows use of Stealth. This can even extend to someone walking through camp with one finger raised because they are wearing an invisibility shield!

Roleplay Effects

A lot of Diplomacy is about reading and affecting emotions and roleplay. Most of this is expected to be done through conversation, but there are a number of items and equipment to help with this. This is a good way for characters like psychologists and leaders to enable other characters to act in ways that would be typically out of character for them.

Roleplay aspects most targeted by these “effect” items:

  • Motivation
    • Alter how a character should react in situations, and what they’re driven by.
  • Emotions
    • Change which emotions the character is currently focussed on.

Reputation

While everyone gains their own reputation with in-game factions, the diplomats are generally more positively regarded, and are able to better leverage this reputation when making deals and trading. First impressions count, and those with high reputation will be known a lot further.

This is a back-end mechanic. Your interactions with specific groups will be tracked by the Game Team, and will affect how future groups treat you and the Ardent mission as a whole.

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