@pyrephox said in Social Stats in the World of Darkness:
And, what I MIGHT suggest, if you don't want PCs to be able to affect each other directly with social skills/abilities, is to have robust mechanics for affecting NPCs in meaningful ways. Like, going back to the games up above, on Kingsmouth, social skills made your character better at controlling territory, and allowed indirect conflicts by screwing with NPCs within other territories.
I like your suggestion, and that's why I've already come up with that kind of system for my game, so that, as you put it, social skills and stats aren't useless.
@roz said in Social Stats in the World of Darkness:
That is: if your policy supports the idea that player talent in regards to social maneuvering is what is going to win the day, it will encourage players who want to basically try to do their maneuvering OOC.
Whoa, okay, no, I don't think that's what Pyrephox was getting at, and it certainly wasn't what I was aiming for either. Maneuvering OOC through pages and @mails is very different than a player relying on their own intelligence and communicative abilities to maneuver their PCs politically; the former I oppose because that's totally out-of-character, whereas the latter keeps the action in the IC realm.
... if you create policy that sets up how your game wants social systems to work and spend time working out how it happens on a character to character basis, and take steps to reduce ways in which people can basically use their OOC wits to make up for a lack of IC wits, I think you'll actually be building towards what you are describing, Gany: that when players understand the expectation and the normality of social maneuvering, it can actually reduce the OOC drama surrounding it.
Yes, but I go back to the underlying presumption of my position, which, for right or wrong, is that players, to some extent, will always use their OOC wits when playing their PCs. Understanding the normality of social maneuvering, and the expectations thereof, is a separate issue; that's up to the players to figure out, mostly, and very difficult to create policy for.