@Lithium said in CofD and Professional Training:
It hasn't worked, because it was never enforced. I've yet to see a single game since 1992 that was based on WoD where social rules were actively enforced. Oh sure, Dominate got enforced, certain Gift's got enforced, but not actual social dice.
Maybe we're just disagreeing (and that's fine) or I'm not explaining it correctly. In the latter case:
If the goal is to make unsupervised rolls an everyday reality on a game's grid then enforcement, by definition, can't work; if you're calling staff in to judge then the scene is no longer unsupervised. On top of that there is a stigma to using social rolls in RP which is a cultural barrier; to overcome it players need to have a reason to do it. Knowing they can get someone into trouble for not adhering to a roll in the way they think that person should (which might be open to interpretation - did you get 'intimidated enough' by my roll?) doesn't mitigate the fact the act itself of calling staff in just about ensures bad OOC blood, and they might have just lost themselves a RP partner.
That's a trade most people don't want to make. I don't blame them.
Admittedly I've not played on every WoD game there was, but if you know of a game where social rules were actually enforced, I'd like to hear why that didn't work. If it was a problem with people not liking the rules, or /other/ problems that usually end up with a mu* dying, like bad staff etc.
That's because the definition I'm using for why these systems don't work is this: social rolls are not being used, or they rarely are, and that's not because if they try to force the outcome they wouldn't get their way. It's because enforcement itself is disruptive to the scene's flow and it would often make the initiator a less desirable roleplaying partner ("this guy came into our scene, forced a lying roll, and now we're stuck for twenty minutes while staff's getting our stories, dissects the poses and tries to figure this out. Yeah, I'll be playing with them again - not").
Hence the need for positive reinforcement.