@arkandel said in Social Stats in the World of Darkness:
A system can't be successful unless players buy into it.
Let me attempt to persuade you otherwise.
rolls dice
Okay, so, let me try by Socratic method: why do World of Darkness players so readily buy into the Violence section (combat) of the rules, but sometimes vehemently oppose any attempt to use rules regarding social influence and maneuvering?
We can blame it on that dragon, agency, or we can presume that it is because the Violence section creates a cognizable framework to resolving the confrontation. If it is the latter, then players who seek to resolve the confrontation without staff intervention can either work it out OOCly or use the system that is provided.
And from what I can tell, anecdotally and by report of others, is that players usually resolve things OOCly by collaboration, and when they cannot, well -- you have a situation.
I posit that if players cannot agree OOCly on how to resolve the confrontation, then they may not be able to agree on the method by which to resolve the confrontation, even if they are provided with a method in the core rules. This may be because what is provided is too vague or simple to be of use; indeed, the Storyteller System is very loose with how to resolve social confrontations between player-characters. Maybe this is because the system expects players to resolve it among themselves or to not be such babies about what happens with their PCs, but it is a super big problem. (GODDAMMIT SUPER WHY.)
I'm proposing that a more robust system, like what was proposed in the Danse Macabre, might get more players to engage in using social stats to resolve social confrontations. Maybe it will, or maybe it will just make people want to engage in OOC deliberations to resolve confrontations (who the fuck wants to use my system, fuck it, let's just work it out rather than look to crazy-lawyer-system). It does not matter to me in the slightest.
What matters is that social combat has been the red-headed step-child on World of Darkness games. I believe that making them on par with physical combat will make people stand up, notice it, and pay it some more goddamn attention. And, as per the example I gave, using social combat may be a way to avoid physical combat as the end-all-and-be-all of confrontations. Further, game lines like Vampire make social combat the front-and-center of a story's focus, yet never make it something as tangible and complex as politics ought to be.
Anyhow, I don't want to complicate things, but if there's a way to raise the power level for social stats, I figure it's worth going after.