So I talked about what I expect out of a game that promises systemitized social conflict.
Then I presented a play excerpt from Dogs in the Vineyard that illustrates that.
Now I'm going to speak exactly to the thread title's question. So
what is a social challenge anyway?
Stonetop (by way of Apocalypse World) has an answer to that which is not far afield from 5e's Social Interaction on page 244 of the DMG (as I noted upthread, its clear the designers were inspired by this aspect of AW when devising that design). The answer is by skillfully engaging and navigating the decision-tree inherent to the following loop:
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Challenge: Suss out the NPC's
Instinct (this is the NPC's dramatic need) primarily, and any relevant tags secondarily. You do this in order to either (a) outright establish a reason for them
not to resist your overtures or enticements so you don't even need to make a
Persuade move (or a specialized, thematic
Playbook move should you possess one) or (b) address their
Instinct in your overtures or enticements and then make a
Persuade (or
Playbook) move to find out if they're agreeable (10+) or if you
need more leverage/further enticements and what that is/how to resolve that.
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Converse & Resolve: Engage the NPCs and NPC cohorts in back-and-forth with an intentful, thoughtful surveillance/studying of your opposition. Ingest what they're saying and work to trigger Seek Insight (or a Playbook move) so you can "read them" with a 7+ and use that newfound information (and the mechanical boon that goes with it). Deftly evade their rhetorical snares and pointed ripostes via Defy Danger (or a Playbook move) as the GM will be making soft moves against you in accordance with the NPC/cohort Instinct and tags.
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Solve the NPC/Deploy your Gambit/Hit Your Win Con: Once the back-and-forth has sufficiently resolved the participants needs, goals, and nature, make your move. Here are some examples, starting with the basic playbook move:
PERSUADE (vs. NPCs)
When you press or entice an NPC, say what you want them to do (or not do). If they have reason to resist, roll +CHA: on a 10+, they either do as you want or reveal the easiest way to convince them; on a 7-9, they reveal something you can do to convince them,
SPRING’S FIRST THAW
When you spend time (an hour at least, maybe more) seeking to stir hope, kindness, or mercy in an NPC, roll +CHA: on a 10+, you light a fire deep within them and affect a lasting change; on a 7-9, you kindle goodness in their heart for now, but they will eventually return to their old ways; on a 6-, their heart hardens and, whatever else the GM says, you can’t use this move on them again.
WILD SPEECH
The grunts, barks, chirps, and calls of natural beasts are as a language to you. You can understand their intentions and communicate basic ideas. When you Persuade a beast, you can choose to roll +WIS.
ALPHA
(Requires Wild Speech or Spirit Tongue)
When you assert your dominance over a beast or spirit of the wild, roll +WIS: on a 7+, it must choose 1 from the list below; on a 10+, you also gain advantage on your next roll against it.
- Fight you for dominance
- Slink away or flee, then avoid you
- Accept your authority, at least for now
IRRESISTIBLE
When you interact with someone, you can ask their player if they find you attractive and get an honest answer (usually “yes”). When you Persuade by using your considerable charms as leverage, you have advantage.
BEAR WITNESS
When you speak the truth with conviction and candor, none can doubt you. They might deny what you say, but in their hearts they recognize the truth.
This is another expression of how social challenges are intentfully designed into play at the game layer. Its different then Dogs in the Vineyard, but there are overlapping core concepts.