@Lain said in Eliminating social stats:
Here's why that doesn't make sense: it would be like expecting someone who wants to play Walter White to actually know how to make methamphetamine.
Totally agree with you that it's one of the unfair things about RPing. You're not expected to know how to throw a punch in real life in order to be able to knock someone out in the game, you're not expected to know how to cook meth to have a chemistry skill in the game, but you're expected to know how to fast-talk someone to do it in the game. That's one of the reasons that in my Tabletop games, I often ask players what approach they want to take, rather than ask them to come up with the exact words.
But, as others have said... this is one of those unstoppable force/unmovable object arguments in MU*ing.
Here's a better solution: you have an impartial judge help come up with the specifics of the outcome after the die roll. So when a player who already won the bluff check writes a stupid pose, the GM can go, "Come on, that's oh so silly, try this line of thought instead maybe."
Totally agree, but having an impartial judge there all the time... probably doesn't work on a MU*. For Furystorm, I came up with something similar: http://furystorm.wikidot.com/combat#toc14
Basically, each player briefly describes the arguments their character is making, the other player assigns a modifier for how that argument would work with their own character's background/feelings (all the important things @faraday mentioned about what makes social combat hard), the dice are rolled, and then the losing player helps the winning player fine-tune their argument to make it as effective as the dice say it should be.
It doesn't fix bad posing, but it does fix nonsensical arguments married to huge dice pools. And, of course, its baked into the rules that you still can't force someone into TS--even with Earthcrafting (magic).
the babysitter comes, and you're found to be in the wrong, then you lose XP or something. You get punished for wasting their time.
This, on the other hand, I would run away from as fast as I could. I'm pretty convinced it would just make calling a GM even more acrimonious, since not only do you have an argument to lose, but now you have XP at stake too.
@Pyrephox said in Eliminating social stats:
Sometimes it means reaching out OOC and just saying, "Hey, I see you're trying to get my character to do X, and you rolled really well, but that strategy isn't going to work. With Empathy 5, you'd probably know that my character would be far more susceptable to bribery than bluster. Would you like to rewind and try a different pose?"
This, this, this. Remembering that you're trying to tell a cohesive story together, and that matters more than which of you "wins" or "loses" this scene is incredibly important (in my opinion).