Sep 16, 2017, 3:32 AM

@Tempest said in Eliminating social stats:

MUs have a /social/ aspect to them. At no point in MUing am I actually karate chopping people or performing heart surgery. I am talking to people all the fucking time, though. The social aspect of MUing also tends to determine if anybody enjoys spending their time RPing with me. That's kind of important. Your RL kung fu or medical knowledge isn't particularly relevant to me enjoying the 5 hours I spend RPing with you unless I'm some kind of pedant. Whereas people being bad at lying, persuasion, etc, while they're SUPPOSED to be some suave casanova is actually a noticeable drag on writing. If somebody wants to roll brawl dice at me and punch me, okay, I got punched. It doesn't really matter how they pose punching. And punching has no real "effect" beyond the physical damage. If you pose a god awful bit of persuasion and succeed on a roll, I now have to write a handful of poses of my character falling for garbage.

It's just the way things are, and the way things always will be. Because we are not just playing a game. MUing is not a video game. It's a collaborative writing experiment. Understanding social dynamics and how to make a pretty turn of phrase or write a convincing argument is a hell of a lot more important than how well you can describe punching somebody with the exact realistic amount of force needed to break their nose and shove bone shards up into their brain.

Playing with incredibly socially inept people just /is not fun/. Even if your game lets them roll dice to make up for it, they will quickly wind up ostracized on account of not being a fun RP partner.

I follow your points and they are undeniably correct. It is not fun to play with people who are not fun, that is a locked in argument.

The place I don't completely agree I think is where we discuss skill at social rp as a fixed state. People tend to improve their gaming skills over time, just like any other. On a MU* that means their writing skill and style as well as their savvy with the social layout of the setting, their skills at reading not just other characters but other players to see what techniques might work to intimidate or persuade or whatever and which would not. I like social stats because they give players an in so they have the opportunity to develop those skills. I was undoubtedly a shitty player when I fist started MU* games because I didn't know how to play! I'm glad that I was not closed out of social opportunities but instead given multiple chances to engage in socializing and politics and whatever, and that there were systems in games to help me do those things so that I didn't just get blown off because I did not yet know what to do.

I feel like even if Bob is a shitty writer, its cool to let your character be convinced by his shitty writing to buy the Avon he's selling at double the price you should, because it does not hurt you and it is fun for Bob.

Other people's opinions vary widely, but I hope for Bob's sake some other people are down with the give and take too, so we can keep him around instead of losing him to a lame hobby, like knitting.