@Seraphim73 said in What do RPGs *never* handle in mu*'s? What *should* they handle?:
I also think that the point @Arkandel made about social systems is a good one too. No one (very few people) wants someone +rolling Persuasion at them, posing shouting something about 'beer-flavored nipples' and then expecting your character to suddenly love them. But schmoozing an NPC? That's fine, NPCs don't have (the same) rights, and on a MU*, you're dealing with other PCs, especially in a non-teamwork manner, a lot more often than your standard tabletop game.
But then that brings us back to the age-old question of which matters more, the xp that the player has put into their dice pools (vs. your character's resistance pool) or the player's actual social skills? It's a debate that we've gone back and forth on before on a MU.
I think, in my ideal situation, I'd want a mix of the two. I want social dice to matter. I want character to be able to be persuaded to do things that they might not normally do, through charm or force. But I also respect that people have their weird quirky areas and such, and that they think their beliefs are all that matter because their characters' beliefs are their own.
I'd probably split the difference, if I were running a game. Allow people to have a list of pre-approved things that they are absolutely immobile on (maybe, let's say, 5 big things to keep the list reasonable, with some kind of really good justification as to why these things are never ever possible ever, perhaps related to their individual backgrounds), and then use whatever social systems exist to resolve others. That way, you have to really choose the areas where you're going to be immobile, and social rolls determine the rest, with the caveat that a player who wins a roll against yours still wins, so you should provide guidance as to how something like that could come about -- mutual cooperation.
And even then, social stuff is so touchy with people. I'm sure even that system, a middleground between 'nuh uh forever' and 'dice are king', is going to make someone's eye twitch on both sides of the aisle.