Because such core mechanic is usually way simpler than full combat rules of a game such as D&D or Exalted. Point was that complex social mechanics are unwieldy and cannot be reasonably used in midst of an IC conversations. Whether game has complex combat rules or not is besides the point.
It’s not beside the point at all.
And the thing is, just because combat rules may be more complex, that doesn’t automatically make them better. I’ve played games with minimal combat rules that allow for a lot of tactical decision making and dynamic situations than very codified rules.
Hence why I advocated for rules systems that resolve a variety of conflicts with the same core process.
You say that those are “too simple” for combat, but then you point out how complex rules for social situations are “unwieldy and cannot be used amidst IC conversations”. Neither is actually arguing against what I’m saying,
In very minimal sense like having a roll to avoid trap etc. But I don't think it is worth the drawbacks.
So you think that play would have been enhanced by allowing the player to decide if his character stopped raging?
You don't fully know, but it doesn't mean there aren't some things you know for sure.
Actually, yes, that’s what it means. the two parts of your sentence here are in conflict, which I think is emblematic of your statements overall.
You cannot know something for certain until after the fact. You can have a strong idea, and you may very well be right… but you cannot know.
It indeed was not a situation with a hard choice, at least as presented. Thus I think it was not a good situation for testing the nature of the character.
Well, except this is pretty much exactly the situation that the player wanted to examine in play. His Instinct is “Duty” and that has manifested in play as his duty to the town as one of its champions versus his duty to his family.
This is precisely the kind of situation the GM is meant to put the character into.
Have you made all the choices in your life? Does the fact that you're fully realised actual person instead of a vague sketch of literary character mean that? That you play your character as real person instead of randomising their personality and reactions doesn't mean all choices are made; it means you actually do make those choices instead of outsourcing them to the dice.
No, that’s my point. I haven’t decided ahead of time exactly what I’ll do as a person. I have a good idea… I’m generally a good guy, I care for my friends and family, and all that kind of stuff… but I also know I have flaws. And I know I’ve been fortunate enough to never have those flaws be strongly tested against my virtues.
Not everyone is so lucky.
You got it backwards. Combat does not have more rules because it has more choices, it has complex rules to create those choices.
What does this mean? Rules are required to make choices? But your whole point is about the significance of choices absent any rules.
But no one has said players get to decide outcome of every social situation, merely that they get to decide how their characters react and feel. That is not the same, is it? Like by definition a social situation involves other people, right? You don't get to decide how they feel or react. And if they're NPCs, player agency doesn't matter and we can actually use some dice when needed.
Okay… so why are you playing an RPG? Why not just freeform roleplay?
And I don’t at all agree with your assessment that going to the dice robs players of agency. You’re kind of ignoring all the buildup to the point a roll is made in favor of just classifying the roll as not being up to the player.
I would view the situation in my Stonetop game very differently if the player had just been allowed to choose the result. I would think that would be more damaging to agency… he went into the situation knowing the stakes and making decisions on it all along. To just erase the stakes… to remove the chance for things to go poorly? To me, that’s not honoring player agency.