@ganymede said in Social Stats in the World of Darkness:
why do World of Darkness players so readily buy into the Violence section (combat) of the rules, but sometimes vehemently oppose any attempt to use rules regarding social influence and maneuvering?
@arkandel said in Social Stats in the World of Darkness:
In many/most of violence there is an arbitrator (ST) present who can double as a guide, answering quick questions with authority.
The rolls tend to be very straight forward and the effects quite well defined. +roll strength+weaponry+3-4 (where +3 is your weapon's damage, -4 the opponent's defense+armor) is a very straight forward thing; if you roll 3 successes that's 3 lethal damage. If the damage brings them to 0, they are dead. It's all nice and neat, prepared in advance, and even most powers that modify it do it in a direct way (you have Vigor? Well, add it).
It's something we do in PvE. PvE is cleaner, there's way less bitching. Notice how violent PvP scenarios very often do need arbitration (staff acting as a ST, basically) and the simplicity described above is thrown out the window - players contesting each other invalidates the element of collaboration, and that's the result.
I would like to propose an alternative reason, using the following scenario:
Arkandel rolls some dice to punch Ganymede, getting three successes.
Arkandel growls angrily and rears a fist back, ducking under Ganymede's arm to deliver a punch square to her kidney, inflicting three damage (in theory).
Ganymede-player reads the pose, doesn't even roll any dice, and writes a pose of her own
Ganymede rolls her eyes and continues drinking her beer. She's a world-class lawyer and has been in more courtroom brawls than she can even count, and that nerve nexus under her kidney has been dead for years, ever since that judge broke his gavel and shanked her for being so snarky. She ignores the roll and decides she takes no damage, because this element of her story is important to her character's background, and she's the only one who gets to decide how her character is affected.
We would instantly call bullshit on that kind of thing, because the dice said otherwise, using the system put in place, and we would insist that the outcome be enforced because the system says it should be.
On the other hand, if Arkandel had tried to intimidate her and Ganymede had just rolled her eyes and continued drinking her beer because she's a battle hardened world class lawyer that's seen some shit, and this dude can't have an effect on her, many people in this thread wouldn't even bat their eyes.
Why?
Because we have come to expect that one will be enforced, and the other won't be, for whatever reason, even though in both scenarios a player is trying to invalidate the system's results using their own made-up information.
Players don't use the system, and it has no teeth, because we've never enforced this scenario, and every time we try and remind someone that invalidating the results of the system based on extraneous information not contained therein is cheating at its most basic level, we allow this violation of the rules regularly, and so players feel entitled to ignore the system.
That's why players tend to so vehemently oppose any use of social combat -- because they've seen this exact scenario enough to know that if they raise a big enough fuss about it, someone will let them wiggle out of it based on meta-rationalization, whereas with physical combat that rarely happens and they will be called out for acting in bad faith.
This gets even more ludicrous when Ganymede's character has a Resolve + Composure pool of like, 3, and the system itself doesn't back up her story of being a battle hardened lawyer with a will of iron.
At the end of the day, the rules don't get taken seriously because of desuetude, essentially. It's not that the rules aren't there, it's just that people have gotten so used to being able to break them that they have come to expect they will be ignored.