@seraphim73 said in Social Systems:
I think, however, that it all comes down to one singular point: Trust.
Yes, but that's kind of core to why we have stats at all. If everyone trusted each other to play reasonably or (for GMs) to judge situations reasonably, we wouldn't need social stats or physical stats.
@seraphim73 said in Social Systems:
As for social stats vs physical stats, even on PvE games, there's usually at least the possibility of another PC punching your PC (even if they aren't trying to kill yours), and usually you use combat stats for that. But if social stats can't be used against other PCs... well, they're less valuable.
Players use skills against each other all the time in a consensual manner on a PvE game. You might use melee for a sparring practice.
But you can use social skills the same way - consensually. I've seen players roll Bluff or Persuasion or even Seduction in the same sort of playful "let's leave this to chance" way that they would for a pick-up Pyramid game.
And even on a relatively antagonistic PvE game like 100, you still didn't have people running around punching each other on a regular basis. "There might be a PvP barfight once in a blue moon" is really not a compelling argument for "physical stats are more valuable than social stats".
That said, I think physical stats are more valuable on 99% of MUSHes, and it has nothing at all to do with PvP. It's because only 1 out of every 5 (and that's being generous) MU plots even has an opportunity to use social skills to resolve the conflict at all. The other 4 have dozens of opportunities to use combat skills in a single scene.
To tie that back to the OP's original question: Games set up which skills are valuable by setting up opportunities for those skills/systems to be useful. If it's just a chore, or a tool to bludgeon other people over the head, nobody's going to use it.
This also has nothing in particular to do with social stats btw. If I wanted Technician to be as valuable as Firearms on BSGU, I'd need to run one Tech plot (with multiple chances to use the skill in the scene) for every combat plot.