@Kanye-Qwest said in Social Conflict via Stats:
yeah, I'm not feeling that. Physical skills can and are used to 'arbitrate' pc/pc conflict, thus social skills need to be at least that effective.
While I believe that social skills and mechanics do need to be important, in fact they should have more metaphysical weight than physical stats/skills, they're not equivalents of each other. They do very different things.
They can't be handled the same, because they aren't the same. The consequences aren't the same, either.
Being beat up is a temporary setback. Even if its not temporary, even if you have a limb chopped off, you're still playing the same character (minus a limb). You decide how you handle the loss. Death is permanent, of course, but at least you played your character to the end. Physical combat is the result of two players' agency coming to a head, and arbitrates the physical result.
In my experience people would much rather be beat up, than have dice tell them that a year of scenes and friendship with character X is now at its end, and you have to play out a betrayal that will branch out and disrupt every story and every scene you were looking forward to. Social combat results in one player seizing the agency of another player, and rewriting it. Often with very little thought to the internal conflict and wider consequences of that rewriting.
Acknowledging that, and thus ensuring that your systems have a decent amount of give and take is imperative. You don't need to cooperate to create a plausible scene and story through physical combat. In social combat, its an absolute necessity.
To the mention of RfK: while valuing social stats, it valued them primarily through giving characters with an emphasis of social stats immense extra resources at their disposal. Those resources then became leverage that they could use in their social scenes. To me that's a great way to do it. The power was indirect, thus side stepping the mine field of player agency. The social character had mortal pull, could destroy your territory, could leave you without blood and a million headaches if she played it right. That in itself was where the leverage came. In addition they had rolls to augment the scenes, in which if you accepted the social dice loss you got benefits, and if you didn't you were punishment.