@SG said:
@Derp said:
If there were no social -stats-, then you could completely freeform it. But since in most systems that's not the case, it's important to give the people who invest in them a meaningful way to use them as well.
I agree, but the issue is many players have difficulty separating themselves from the characters they're playing. They often can't conceive of backing down from an intimidating goon, or being momentarily charmed by someone they loathe.
Of course, quite a bit of that is tied to poorly crafted poses, or people who don't sink points into something, but go all purple on everyone and expect the same results with the point costs.
I think freeforming social is the best way, at least when other players are involved. NPCs it's fairly easy to run because most GMs don't take things too personally with mooks.
Sadly untrue. GMs, at least on MU*s, are just as likely to block or twist the attempt to use social skills on NPCs, and for the same reasons. "I'd like to persuade this cagey informant to give a straight answer." "You can't do that. Social skills aren't mind control, and he doesn't want to tell you." "I'd like to intimidate this thug into backing down." "He's more scared of his boss than he is of you and nothing's going to change that." Or worse, "I'd like to intimidate this guy into telling me what he knows." roll dice, exceptional success "You scared him so much that he's too terrified to talk. Also, he's going to attack you now."
About the only place I know that really took social skills seriously even for NPCs was RfK, and even there, they prioritized Merits over skills (even though Merits cost less than skills), and gatekeeped pretty heavily what level of Aliies/Influence you had to have in an NPC faction before you could use social skills on any member of that faction. But at least they did acknowledge that you COULD influence NPCs in a meaningful way, and had an explicit system for how that worked, which is more than most.