@Lain said in Eliminating social stats:
@Ganymede said in Eliminating social stats:
I think part of the point of social stats is to deprive targets of the exact kind of agency you describe, though. Let's say I want to use Intimidate in a WoD game. My character is annoyed with someone, so they decide to rob them. He pulls out his knife, waves it in the guy's face, and says, "Gimme all yer money!" with the intention of compelling him to do just that.
We do our roll of dice, and my guy wins; the target is intimidated. Now, obviously, the point of intimidation is to compel someone to do something -- or refrain from doing something -- they otherwise wouldn't because they're scared of you. In this case, the point would be to make him fork over his cash and then act scared and maybe piss his pants or something. It would be to make him bend the knee, so to speak, and act like he's scared of getting stabbed.
That's one of the major reasons I'm considering eliminating social stats.
Sure, you roll, the other guy rolls, you win... and then what? Did you scare the target shitless? Is the way they're responding adequately scared? What if you think they're kinda meh about it but their player thinks that's just how the PC shows fear? What if they recover in the next pose, is that too early? Are you supposed to scare the Elder by glaring at him, you neonate? What about in the next scene, should there be a lingering effect?
Sure, various systems and mechanics attempt to address the scope of social stats but I've just...never been satisfied with them. The primary issue is that they're typically pretty complicated - but unlike punching (which happens rarely since violent confrontations aren't an everyday thing), social interactions take place constantly, so if it's not easy to use such a system then it won't be... which may be worse than not having one at all.