I'm going to say again, that I really like nWoD conditions and I think that a system that builds on that idea is more likely to get buy-in.
So, again, keeping it simple and understandable, I imagine a system where a player could declare their immediate goal, and perform a simple, agreed upon contested roll. Keep it uncoded, so that players can quickly adapt to the circumstances.
If the player wins, they can impose a level-1 condition. Level-1 conditions would have impacts that last only a few minutes. The condition would have two options for how players respond, a 'going along' option and a not going along option. Both give a penalty of some sort. The going along option also gives XP.
If the opposite player already has that level-1 condition from that player, it gets bumped up to level-2 which lasts longer, maybe has steeper penalties. Level-2 gets bumped up to Level-3, etc.
However, if the player loses, either the opposite player gets to shed a condition level or there's a condition that gives the opposite player the advantage, but the originating player gets the XP.
This system has the advantage of being simple, predictable, maintaining player autonomy and offering players multiple opportunities to suss out and avoid the situation if they prefer, while keeping "loss" to something that is low-risk.
@ghost said in Social Systems:
See, the only way to have a character effectively lie to another character on most MUs is to lie to the player. This is because a lot of players aren't okay with having to RP something that they know is a losing play. Little bits of meaning happens all the time to avoid it, and many of them get pissed when they find out they were lied to oocly (TotallyNotMetaGaming).
For the record, I fundamentally disagree with this assertion. In my experience, while some players are out only to win, most are out to tell stories and are OK with periodic losses. They are not OK with feeling like they got screwed over. Social skills are often used spuriously and leave people feeling like they got screwed. So lets make a system that negates that feeling and encourages collaboration.