Bedrockgames
I post in the voice of Christopher Walken
Right... but most games would say to let the dice resolve that uncertainty. When it's just "well I envisioned this guard as a highly principled fellow with a young son who he strives to always teach to do the right thing, so he immediately turns you in" it's a bit dissatisfying.
Let the dice tell us. I roll low to bribe the guy, he looks at me and says "Something I tell my boy every day... you have to do what's right, no matter how easy it would be to do what's wrong. Move along... your coin has no value here."
it depends on the game. Some games would rely on dice here. This is actually a bit of a dividing line in D&D for example (where if you go to the older versions you might have things like reaction adjustment, but even when they introduced NWPs they were at pains to not have that interfere with RP. But with 3E, there was a shift. Like I said both can work. I use social skills sometimes because I know people like them, and I even have them in my own games for that reason. But I generally reserve them for when I am uncertain about a character's reaction to what the players are doing.
For me personally, I generally am not too worried about guards being bribed in my campaigns. In wuxia bribable guards seem pretty common. But if I had a strong enough character idea for one guard, I'd be happy making him unbribeable. I don't think there is anything wrong with a GM doing that sort of thing
Or if it's important for some reason that this guy can't be bribed, then narrate a scene of him clubbing someone who attempts to bribe him as the PCs approach. Communicate this to them... they can then make an informed choice.
In some games this is certain okay. But in a lot of sandboxes, players might find this too cinematic. I think if you want to do this there is nothing wrong with it. but I don't think the players have to have this information either. I don't think every choice should be blind, but some blind choices are okay.