If you're unable to perform ritual magic ala Bonewitz in the game, then obviously you shouldn't be playing a magic-user.
Isaac Bonewits? Holder of a BA in Magic from Berkeley? I own his gaming supplement!
However unless there are no skills at all, by placing personal interactions in a "no skill" zone you are de facto making speech an unskilled item, where metagaming the referee is more important than the actual attributes of the character.
I prefer to call this kind of metagaming with the referee "playing the game".
More importantly, it relies far more on a metagame between the gm and the player, where the gm has all the power in the negotiation.
Two things:
One: the problem with the term "metagaming" is that it accurately describes what is actually happening when we play RPGs. The negotiation between GM and players *is* the core mechanic, the ur-mechanic, of every traditional RPG (regardless of how and to what extent said negotiations are arbitrated by the formal rule set).
This kind of "metagaming" is as integral to RPGs as hitting a small ball with a racket is to tennis.
Two: stating the GM has all the power in the negotiation is demonstrably false, or rather, it makes the erroneous assumption that the rules are the only way to address the power balance between players and GM.
This, obviously, ignores all the
informal ways this can be addressed, ie by players and GM building a relationship based on trust/respect, where the players
willingly consent to the GM rulings, and the GM, in turn, agrees to not be a prick.
Even if the GM
does stray into prick-hood, the players aren't powerless. They can also call the GM a prick and leave, or, possibly even find other, less drastic ways of negotiating a compromise, like reasonable people.
It's no longer a matter of what the character says, but what the player says.
The character is fiction, the player is a real person playing a real game (which kinda resembles fiction, in places).
Which I think is an unfair situation if there are abstract rules for other things the character can do.
If it's all about the character, what does the player contribute to the game? If RPG play isn't, at some level, about the player overcoming/solving/beating challenges, then where is the
game?
Unless that's what the stakes have been set up for ahead of time. I can see such a situation occurring on a high stakes negotiation in games such as FATE.
Or Burning Wheel. Or Dogs in the Vineyard. I know there are games with clever stake-setting mechanics. That's one way to handle things... I'm not disputing that.
However, that social encounter is being decided based on the capability of the character vs. the NPC moderated by the referee, not based on the capability of the player to directly please the referee.
Not all GM-based rulings in social encounter amounts to players trying to "please the referee". That's just (mildly) inflammatory hoo-ha. It's also a bit of an insult to every referee who puts time and effort into creating good NPC with personalities and motivations for the PCs to converse and negotiate with, who run free-form social encounters that are more than just the PCs dancing, trained monkey-like, for the DMs entertainment.
Friendship and trust is irrelevant in this case.
If you think trust is irrelevant in a gaming group, I can see why you have problems with what I've been posting.
The example is bringing up the point that systemless social resolution is actually a metagame negotiation between a supplicant player and a all-powerful referee. Such systems are inherently more prone to corruption than rules-based systems.
"Supplicant players"? "All-powerful referee"? "Corruption?"
Oy vey. Can't you see how using language like this is i) unhelpful, ii) inaccurate, iii) excludes the ample evidence that non-mechanical social encounters work for some people (and have for the duration of the hobby). We can meaningfully discuss pros and cons, but when you start using words like "corruption", you come across like a writer of agitprop (and as for corruption... my friends are I must posses hobbit-grade abilities to resist the corrosive effects of power, because we've born the One Ring of DM Authority for
decades without succumbing to it's effect).
Again, why do you think system is the only, or even the preferred, way, to address power negotiations at the table?