> In my own rules system I boiled most social skills down into a handful of
about 3 skills -- lying, interrogation (detecting lies -- not beating the truth
out of people), and persuasion (in various flavors including sales, bribery,
intimidation and seduction).
So seduction is basically persuasion or lying in your way of seeing it? :)

> I also see the connection between rp games and programming... At least for me,
writing the rules was largely about striking that ballance between math, art and
the intangible where everything seems to just fit. Which is much as it is for me
when I'm developing software -- websites, user interfaces and back-end
architectures: the holistic application.
For me it's mostly about getting it 'right' which also exemplifies me. I want my
stuff to work as well as it can, tight, clean, perfect. And when something comes
to show it's not perfect, it gets fixed to make it more perfect.
That also fits with my philosophy that people can be predicted based on
circumstance and past observations, but that's a totally different topic. (Free
will is free will limited by the enviroment your in)

 > I'd be interrested if you ever have a glance at my In Media Res rules (
http://www.turnkey.to/pipedream/imr.pdf ) to know what your thoughts are. I
vaguely remember once describing them as being "almost like Object-Oriented
roleplaying". heh. :)
I'll look them over. My background is in psychology as well as programming which
gives me an interesting take on things. One thing that I have for my system is
an absolutly rock solid set of magic rules based on 'real world' magic. True,
not many believe in it, but.... :)

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