@mietze said in Social Stats in the World of Darkness:
Given the nature of mushes, the interactions you have between PCs are very much as if you are sharing the responsibility of GMing/working it out amongst yourselves so why would it seem or be weird to engage each other in that discussion piece?
This is an important, crucial question.
My answer: because it is for some people. If I recall some of the MUSH/MUD discussions, this is a point of argument on the issue of what is "better." Do players prefer to share the responsibility of GMing and/or working matters out amongst themselves, or do players prefer to have the installed code resolve the issue? And when expectations or preferences do not match, there is a super big problem.
(Goddammit, now Super Why is infecting my invective.)
We should stop treating other players like they are NPCs in a tabletop game, but the Chronicles of Darkness system is structured that way. And the thing is that "normal" players (y'all muthafuckas not normal, shit) have different, equally-valid playing preferences or styles. Even were a game to make it absolutely, objectively clear what players should expect, I do not believe, from my experience, that this will solve the issue.
It never has.
There have been a lot of suggestions made, all of which I have examined and written down. I really like the way Requiem for Kingsmouth handled social interactions, but I'm not wedded to it. It has become clear to me that if a code or system could be created or implemented, it may be complex, cumbersome, and undesirable. But it could provide that third-party resolution (as a GM would) to a situation that would make those less-willing to discuss resolution prior more comfortable and validated.