Posted here because my reply to
his post was too long for his comments section.
Trollsmyth,
Yours is a position I have heard several times before, and each time it leaves me shaking my head. In this reply I am going to detail exactly what is wrong with this system, and why it is good to have to at least SOME rules about social interaction.
First I shall establish a few facts for those who are reading. Prior to writing this, I talked to Trollsmyth over IM and asked him the following questions:
Erin: I believe your thesis to be "We do not need rules for social interaction because that is what talking in character, i.e. role-playing, is for."
Trollsmyth: Yep. For certain values of "we."
Erin: How would you define "we", then?
Trollsmyth: People who want a game about social interaction.
Sir, your thesis is flawed. Allow me to point out these flaws to you.
Your System is Open to Abuse
Let us say that I am an unethical type of gamer – perhaps not a cheater as such, but one who is willing to exploit gray areas in order to have a more powerful character – and I am playing in a game such as this. My immediate thought will be "Since social actions will be carried out through role-play alone, and without consultation of stats or rules, Charisma will become my dump stat because I won't need to roll it ever and I can count on my natural quick wits and ability to improvise to keep me afloat. Meanwhile, all the points which would have gone into social skills can now go straight into combat abilities, which I will be rolling quite frequently."
Congratulations, you (the DM) have just made your problem worse. Would you care to do the same for mental skills and have puzzles etc. be handled with player brains instead of character abilities? Wonderful! Now I can dump all that as well and become even more of an unbalanced twink. And when you call me on it, I will argue with you that I am just playing the game the way you laid it out, where (obviously) the only mechanics which matter are those for combat, and everything else is player ability.
Good luck getting the genie back into that particular bottle. Even if you win that argument, it's a fair bet that the rest of that game session is a total loss.
Your System is Not Fair to the Players
Conversely, sometimes I want to play someone who is far more skilled than I am. What if I, the player, have no social skills whatsoever, but I still want to play a smooth-talking seducer or a quick-witted scoundrel? Well then I am screwed, because it doesn't matter what my Charisma score is, because you won't let me roll it (no rules for interaction, remember?) and I am forced to embarrass myself in front of friends as I fumble an attempt to be suave.
The same holds true for mental abilities. Too bad for the player who wants to play a genius if he's not one himself. Again, he is unfairly penalized for wanting a character who is greater than himself, and once again the attitude that "Only combat stats are important because they are the only ones which have rules attached to them" reigns. If I were this player, having made a social or brainy character only to be effectively told that it didn't matter what my PC's Intelligence or Charisma was, I would loudly complain that I had been screwed and I would quit your game immediately.
Your System is Prejudiced
Do you require your players to actually swing swords to determine if their characters hit in combat? Do you require them to perform acts of dexterity to adjudicate success with lock-picking? No? Then why do you require actual performance of actual social abilities? Especially since, as I have mentioned earlier, not everyone is comfortable talking in character? Are they somehow less deserving of a game they can enjoy? Are they simply not welcome at your table? Or are they forever doomed to be the big stupid beatsticks and meatshields of the party?
In ConclusionUnless you are gaming with a group of theater majors or other actors, odds are excellent you will have at least one player with sub-optimal social and communication skills. You state that "Festooning [social interaction] with mechanics undercuts [the game]. The players never really care about the in-game reality, because they're too busy dealing with mechanical bits that have been bolted on top of them," but in my experience, mechanics are sometimes the only way to make sure that some players are given a fair chance to shine. The shy girl who wants to play a social butterfly and be popular for a few hours; the slow-thinking guy who wants to pretend that he is brilliant and on top of every thing; these people are disenfranchised with your system, and worse, those players who are smart and quick-witted and smooth-tongued are probably going to run roughshod all over them.
I am not advocating a bloated rules system to be tacked onto social interaction. But I very, VERY strongly feel there should be at least some rules, because your system as stated is not fun for a significant chunk of the gaming population. Role-playing is supposed to be inclusive, and your approach is exclusionary.
Your post is titled "Support, not Replacing." In that vein I urge you thusly: support your players, or you will certainly be replacing them.
Sincerely,
Erin Palette