@faraday said in Social Systems:
- Agency. I have one job on the game, and that's to decide how my character acts/reacts. When you start enforcing social behavior, it's like you're taking the controller out of my hand and telling me how to play the character. That bugs the heck out of me. I do not feel the same at all if you tell me that my character got shot, or missed their shot, or anything else external to the character's thoughts and behaviors.
I want to hook on just this.
Obviously, my response was pretty tongue-in-cheek, but it was meant to highlight what I believe the issue to be: the temperament of the players involved. I'm one of those players that honestly couldn't give fewer shits if you want or don't want to roll something, mostly because I think I am forceful and clever enough to manipulate you and your PC without rolling anything, if that's what I think my PC would do.
(Pro-tip: Part of this also means adhering to my stats, which I try to do as hard as I can. That said, I simply can't RP as a doofus or brick wall.)
But, as for agency, I think the best way to encourage people to use a social system is to put player agency on both sides. For the aggressor, the option to use a social mechanism should always be available; for the target, the option to opt-out of the result should always be available. To that end, I really like RfK's system, where a player could roll to affect another's PC, but the target PC's player could: (1) pre-emptively accept what the aggressor PC's player wants, and gain a beat; (2) see the result; or (3) negate the result, which gives the aggressor's PC a beat. Regardless of the outcome, the aggressor PC cannot attempt another roll to the same effect for the rest of the scene.