@Pyrephox said:
@surreality Of course, then you run into those folk who say, "My character doesn't back down when intimidated, they go crazy and fight with every bit of combat dice they have." Which means that you get people walking around with all RAR I'M TOUGH because they put all their dice in combat, and none in social skills or resistance abilities. Because they know that if it comes to a social test, they can just move things to a combat footing, where no one doubts the effectiveness of their skills.
Basically, there are always assholes. You can't define a system by how assholes will use it, because every system just privileges a /different set/ of assholes. A system also can't stop assholes from being assholes - that job needs to fall to staff, and trying to offload basic game management skills to the system is one of the reasons why game cultures BECOME toxic. If, when someone skeeves on you by trying to dice-force you (and this kind of abuse is often really aimed at getting the /player/ to do something sexual) into TSing with them, then if you don't feel supported to say, "I don't feel comfortable with that kind of play with you. I don't mind if they get seduced, but we're not going to play it out, and my character will feel guilty in the morning, not fall in love with yours." and know that the staff has your back, then that's something wrong with the /game culture/. Because that sort of situation is not what any social resolution skill system is meant for. For that matter, you should be able to go to staff if someone is stalking you around the grid and /constantly/ rolling combat dice at you. "What my character would do," is not an excuse to be an asshole. "What the rules will technically let me do," is not an excuse to be an asshole. But as long as we keep trying to build and run games with the design goal of "not having to confront assholes with their asshole behavior", then game cultures are going to continue to be toxic, no matter what system is used.
Few differences.
- Active and reactive aren't at parity.
- Some (admittedly flawed) systems exist that demand that reaction in WoD, actually. (Kuruth, I'm looking at you and your triggers list.)
I'm not talking about forced roleplay, as FTB covers that and most sites allow for it.
I'm talking about people dictating the particulars in ways that are unreasonable bullshit and expecting you to suck it up.
I don't disagree that it's about forcing the player to do something in most cases. These situations get even uglier. The moment you say: I am not keen on this we need to ftb, which is intended to be 'drop to ooc negotiation and summary about what happens', people who aren't getting the TS (or whatever else they were looking for) tend to escalate to dictating a scripted outcome under their exclusive control into which you are not given as much input as you are due. And it's usually much nastier when it's due to the kind of thing you're talking about, re: the player isn't getting the joy they wanted out of the scene and directed at fucking up the other character as much as possible, and this is not what you get with combat. You can't recalibrate your combat damage to 'extra dickbag screw you damage' level after the roll is made like you can in this scenario, and that's an issue.
To put it on parity with combat, people behave as though the moment they succeed on the first roll, they get to ignore your defense and anything else they feel like to keep whaling on you. And that is not a thing.