@faraday said in Social Systems:
And why is that? Because most players don't like to lose unless they're forced to by mechanics. Otherwise the PCs in a statless game would choose to lose (sometimes) for the sake of drama, furthering the plot, providing challenges to overcome, etc.
Duh. No offense meant but no one likes to lose at anything, but any game has situations where sometimes you win and sometimes you lose. Hell chess has no randomness at all but still winners and losers.
Without the social inducements and threat of social alienation you would see a lot more people god-moding on consent places.
But to the stats are less about winning and losing and more the fun that comes with the absurd happening due to random luck. Not about winning and losing.
Take for example a scene that has happened to me multiple times across ever superhero game, lets meet foil a crime and talk. Standard superhero meeting thing, and one that bore the piss out of me due to the lack of stats. I want to get to the hopefully interesting part of the talking because a fight poses are basically pointless preamble since the result is obvious.
With dice I love that sort of scene because there is that chance that something interesting can occur during the fight.
@faraday said in Social Systems:
Everyone's fallible - even Navy SEALs. Your ace sniper missing ten shots in a row for no darn reason other than you kept rolling a 1? Nope, sorry, that doesn't make any more sense than a (insert political hot button topic here) advocate suddenly changing her mind just because somebody rolled a 20 on their persuasion roll.
Yes but if I know I am making the shot before hand why bother with it, just fast forward to the part that is in doubt.
I don't want to RP a social scene where someone was like alright we will meet and this is how it goes, and I don't she how RPing a fight where the winner is already decided. To me that takes the entirety of the draw of RP away which is the possibility of the unexpected.