@Arkandel said in Social Conflict via Stats:
@Miss-Demeanor said in Social Conflict via Stats:
And people don't like it when they don't have full autonomy over their character. So you will never get that relatively easy ruleset until the players stop bitching about not being in complete control of their character's choices/actions/etc.
Absolutely. That's why I keep repeating the same thing (so forgive me one more try ) - in order for a social stats system to have a chance of being culturally accepted and actually used, as opposed to being merely forced on people, it must offer something we don't currently have.
In other words it can't just be an addon to the way we already play in scenes. That's a disadvantage then. It's interrupting scenes which already flow a certain way with extra delays for OOC conversations, dice rolls, looking up tables, debating mechanics, etc.
What it must do is make things better than what we are doing now. And not just better because 'whelp, we are using social stats now' - that's the goal, not the means. We must answer the question 'how is this making things more fun than before? convincingly.
This is also why I don't think it'll ever happen.
Consider, why do we roleplay in the first place? I believe most of us enjoy imagining ourselves as someone else, trying to figure out how our character would feel in any given circumstance, how they would react and seeing how they in turn affect other characters.
In a hypothetically robust social system, that would no longer be in our control. The game decides what motivates the character, what their emotional state is, what their reaction is supposed to be. We the players would then merely be the actors playing out the actions given to us by the game system which might be fun but it would be a very different kind of game.