@surreality said in Social Systems:
If people took the same approach to the seduction attempt as they did to the combat -- namely, it's not a 'one shot and I get everything I want the way I want it' -- things would be different. For example, it's going to take a bunch of punches for most people to go down as described above. How about 'I'm going to make a roll to see if I can get your character's attention in a positive way' first?
Right, so since we are discussing social systems (rather than whether to have any) let's see what we could come up with that can address this issue.
The way I see it a primary problem here is quantifying social 'damage' (maybe let's call it influence?). Obviously no one thinks changing someone's beliefs in one roll, even for a single encounter, is appropriate.
Also a secondary issue here is actually tracking this down; there are immediate short-term effects - maybe your character made mine chuckle - and long-term ones.
So a scenario: You are on an IC campaign to make my character vote in your House's favor. We meet for the first time ever, so both of our influences' 'scores' are neutral.
My take on this: When a player starts working on a goal communication is systematized; there's no sneaking things in on the OOC level. It's all clear, right on the table. So you'd start by typing something like "+influence arkandel=Vote in surreality's House's favor" which I see immediately as a message and in my sheet. At this point I can assign it a difficulty factor - which you don't get to see, so you might end up overcompensating for a project that's easy... but that's part of the fun.
So at this point there are two 'scores'; our PCs' personal relationship, and the goal your character is working on. The better your score on the former, the more you can move the needle on the latter.
Then by limiting the frequency such rolls can take place (it could be one a day, or one per scene) there's a timeline... further compounded by the fact you might need additional social attributes (Empathy versus Subterfuge?) to see how far along you are or how well it's going so far.
I really like this because not only does it not open doors for creeps, it actually closes them; they can't spring "panther penis" on anyone out of the blue - it needs to be a goal, OOC stated right from the start. Nor can anyone insist they changed a character's views overnight since, by definition, long-term goals take a longer time and their player gets to pick the difficulty of the task.
Thoughts?