@Pyrephox said in Eliminating social stats:
Putting it as a continuum suggests that you can't have or want both. I do. I value good writing, I value good mechanics. I value good story, I value good game. It's entirely possible to do both.
It's possible where the two do not clash. At issue is how to react when, inevitably, the two clash.
Let me use an extreme example by climbing into the Wayback Machine as we witness an actual event that happened to me. Many, many, many years ago there was a college professor who ran RPGs: started with D&D, switched to C&S (after I introduced him to it), switched for a while to Traveller:2300/2300AD, then switched to Rolemaster. He was in most circumstances not merely a good GM but a great one. His worlds lived and breathed. His NPCs were alive. He had one niggling little flaw, however, which was highlighted by how his 2300AD phase ended.
In the 2300AD game he had us hitting a world that was under invasion as part of the Alberta Farming Cooperative relief mission. The system the world was in was contested and the place the relief supplies had to get to was under enemy watch. We had to penetrate their defences with the relief shuttle. It was a risk and we all understood the risk, both IC and OOC.
Down went the shuttle, desperately evading the enemy missile fire.
Oops. We failed. The shuttle gets hit. Fair enough, we knew this was a possibility. (Probability: ~20% cumulative over the die rolls that we had to make.) Time to bail out. This required a task roll of each of us, naturally.
Oops. We failed to bail out. Every single motherfucking one of us. And the task wasn't even particularly difficult. By the odds, of the eight characters (!) six should have succeeded. But the dummy fucking dice decided to get obstinate that day and seven characters were just obliterated before they could even get to the bail-out pods and the eighth sustained injuries on crash-landing that killed her.
And there we were. Sitting there facing a legit TPK. And this is where the prof's single flaw as a GM shone forth: he went by the rules. Period. The rules said everybody was dead, so everybody was dead. Characters we'd built up and invested in for almost eight months of twice-weekly gaming were gone in a flash. There was about six more weeks of gaming left before exams (and the end of this year's campaign) and we were expected to make eight new characters and continue the "story" with a complete, 100% break. Characters who had no IC investment in the relief mission because they didn't have the history that led to it were suddenly going to be our new avatars in the relief mission.
It didn't work.
The story that had been told up to that point, a story filled with intrigue, danger, nail-biting tension at points (there was one space battle that had us literally at the edge of our seats as we desperately evaded enemy forces that got within a hairsbreadth of finding our main convoy body) had its heart ripped out AND its spine broken by the dummy dice. The dice and mechanics clashed in a very big way with having a satisfying (even if tragic) narrative.
And I maintain to this day that the GM reacted incorrectly to that happening; that by letting the mechanics win out over a satisfying narrative he left a bad taste in everybody's mouth (ironically including his own). Two players dropped out after that session, never to return. By the end of the term there were only three players left. At the beginning of the next term only one player (me) came back. The superior way to handle this would be at the very least to reroll the exit rolls so that some characters survived. Then that satisfying, dangerous, thrilling narrative could continue with the survivors mourning those lost even while they were struggling hundreds of kilometres behind enemy lines and trying to get to friendly (friendlier?) territory.
This would be an extreme example of "roll-playing" fucking up "role-play" and the kind of thing that makes me leery of anybody who wants to stick to the game's mechanics at all costs.