@Lisse24 said in L&L Options?:
The thing is, we don't run combat by fiat. The ST doesn't get to say, "Yes, throwing a punch here is better than a kick, so you win," and I'm of the opinion that political RP should be the same way.
There should 1) be systems that players can manipulate and then 2) How well they manipulate it should come down to their sheet and their rolls and 3) When a player is way off base, but is playing a character that is supposed to be savvy, then the ST might want to step in and let them know that they're not going to succeed at Task A until they've done some more ground work to prep for it.
On the other hand combat is fairly straight-forward. You can't really screw up throwing a punch too badly unless you try, so a roll can fairly easily align with the pose describing it.
You can totally and absolutely do some real dumbass things without realizing the political blunders. I've seen it in a variety of games - people throwing non-existing weight around, insulting higher ranking officials for basically no reason, threatening physical harm in minor disputes alienating parties that joined in good faith... the works.
In my personal opinion although you can base it all on a contested roll anyway it will cheapen and eat away at the source of what makes politics work - well depicted skill at getting people to do what you want them to. Yes - as you noted - this is subjective and yes it's dependent on the player's skill at posing a convincing, charismatic character but... that's just how it is. Oversimplifying the result by making it dependent on a single roll is not going to work, it'll do the exact opposite.
What should be mechanized is tracking the resources available to players because that's something political games in general have often been very unsuccessful at. PCs throw money around like it's inexhaustible, access to troops - or their quality - is up in the air, influence over NPCs and regions tends to be a kind of... fuzzy matters altogether, yet those are absolutely things MU* can be better at tracking down automatically for players.
If that happens then characters can actually be forced to make interesting choices which to me is the heart of what drives politics as well as good gameplay.