doctorbadwolf
Heretic of The Seventh Circle
Here’s the thing. That social sequence resolution doesn’t sound any different from 4e or 5e D&D. You can use a single check to determine how it goes, or a check per part of the sequence of events, depending as much on pacing concerns as on fictional concerns.I don't want to spend too much time on this, because it's a bit of a tangent to your OP; but I think anyone who thiks that combat is more difficult to effectively model than social interaction and conflict is mistaken. Combat can be modelled by single opposed checks (qv Prince Valiant, Burning Wheel, HeroWars/Quest) or even by free narration (qv Cthulhu Dark).
Maybe a lot of weight is being carried by the word effectively? But then we're back to focus and emphasis - if a modelling of combat isn't effectivei for a group unless it includes positions that change over the course of resolution (in D&D versions this is a concern that peaks with 4e, but is clearly very present in 5e with all its rules for both chosen and forced movement and positioning) then that tells us something about where the group's interests lie.
If what a group enjoys about the more detailed combat resolution process is the sense of unfolding and compelling fiction that it generates - We're going to be overrun? No, thank heavens, the mage saved us with that Web spell - then that might be transferable to other topics of fiction that are compelling in their resolution. If what a group enjoys abuot the more detailed process is its tactical or wargaming component, then maybe not - it's possible to have tactical social resolution rules for a RPG (eg Duel of Wits, or the action point rules of the original HeroWars) but they may be a bit less :natural" or appealing than tactical combat rules.
Prince Valiant is similar to (and predates) HeroWars/Quest, in that many activities can be resolved via single opposed checks or via a series of checks, based on pacing considerations as much as in-fiction considerations; so the fiction of the situation can evolve through play, which changes the context of each check and the fictional framing and components that feed into it.
Rolemaster is a very different game, but the way its Influence static manoeuvre chart is set up can tend to produce re-rolls with a modification before producing outright success - so likewise in play it can produce the dynamic of a scene that unfolds over time, with new action declarations and associated fiction feeding into each check. (RM doesn't do PC vs PC influence very well, though - the resolution procedure assumes PC vs NPC.)
Someone else woudl have to judge the best way to get 5e to produce this sort of outcome. For PC vs NPC a skill challenge-like framework might work. For PC vs PC social "hit points" might work. But I think it can be worth thinking about how to give the desired fiction "heft" and just plain duration in the resolution process.
I think that a focus on "treasure as PC build" which is an element of 3E and 4e, and perhaps of some 5e play given what has come out in this dicussion, can be something that pushes play away from the direction the OP is interested in.
I think the 6 to 8 encouters per day pushes towards dungeons - or similar situations that contrive a relatively high rate of encounters - which is why upthread I canvassed a change to recovery rates as a possible thing.
I also think the 6 to 8 encounters per day can push towards a high level of GM curation over how the plot of the game unfolds - so as to ensure the reality or at least the threat of that number of encounters - and I think that can push against a certain sort of spontaneity or "levity" in play which (I think) can be more conducive to some of these human-oriented plotlines, which also by their nature probably need to be driven more by the players than the GM.
As far as military orders are concerned, I don't have a good sense of how common that is in D&D but I don't see many posts about it. There tends to be an assumption that a paladin's horse is something of a liability or at best a "ribbon" because horses don't work in dungeons; and there doesn't seem to be a lot of mechanical support for military leadership as a focus of play. (The 4e DMG even pushes against that with its remark that "allies" tend to refer to a small group of 8 or so rather than larger mlitary units; I don't know if the 5e DMG replicates this approach.)
But I think the issue of military leadership and forming warbands whose exploits are a focus of play withoutt the game turning from RPG into tabletop wargame is probably another thing that is a bit tangential to the OP.
And you can absolutely do several opposed rolls for PC vs PC stuff, or a single opposed check, or even separate, simultaneous checks/challenges against the same DC(s). These all work entirely within the framework of 4e or 5e D&D, with no fuss.
Also, as much as people on forums act like 6-8 encounters is a rule, it isn’t. It isn’t a mechanic of 5e D&D, it’s advice.
As for founding organizations, IME it’s very common, which is why things like Colville’s Strongholds and Followers KS campaign did over 2 million. One weakness of 5e is that it still has very little support for that sort of thing in terms of any official mechanical benefit.
However, hirelings, and the downtime system, actually provide most of what is needed to get more out of that, you just have to build that into a specified system.
My group is actually going to be doing an Age of Chivalry campaign inspired by the same stuff as Blue Rose. I will probably buy the new Blue Rose to mine for setting stuff, because it shares the “social politics” I want for the campaign, as well as the setting aesthetics, but I’ll be running the game in 5e, and just like my capers and my mysteries, it’ll run really well in 5e, I’m sure.