It's not against the spirit of the rules to carry a waterskin. But I was asked why the character didn't have one, and answered.
As for the other things, they are answered, And I've posted the answers in this thread, multiple times. Including most recently in post 7506.
In English, "agree to" and "agree with" are not synonyms. The latter means something like to share, or to come to share, the belief/opinion of another. The former means something like to undertake to perform a task at the behest of another. A Duel of Wits can generate the latter outcome. But does not generate the former - that's up to the participant controlling the character.
The bolded bit is still a violation of player agency. The PC can be forced to agree
to something they--or the player--deeply disagree with, as per the scene re: the emperor's sister. And there's no way for the PC or player to back out because it all has to be "by the dice." I can only assume that you've never experienced "in character" sexual harassment, because if you had, you'd realize how ripe for abuse this whole thing is. All it takes if for the GM and abusive player to both be @$$holes.
Where are you positing that he says this?
You know, the whole bit where it says that it's designed to be two PCs or one PC and one NPC trying to convince a neutral third party.
If you are putting a lot of weight on "winner takes all" then there is a degree of truth to what you say, because of the compromise rules - although it is possible to lose a Duel of Wits without inflicting any loss on the opponent's body of argument (that has happened to me playing Thurgon), in which case the winner does take all.
No, I saw the bit about compromises. That doesn't really matter or make things better. The "compromise" of the emperor's sister being treated like property is that the PC would have to remain loyal to the emperor, not that the sister had a say in it.
But the rules absolutely are for arguments between PCs. That's obvious, and has been obvious to me since I first read them. Upthread I posted the text from The Codex where Luke Crane talks about the effect the rules have had on play at his table. And here is a bit form p 104 of Revised:
Two players are arguing because one player wants to have his character take some rash, adventure-ending action. The player arguing against taking the rash action loses the duel. However, he punched significant holes in his friend's argument. The rash-acting character still won the duel, so he can proceed as planned, but he must compromise a bit: He agrees to enact his plan later.
If the game participant controlling the losing character (player vis-a-vis PC; GM vis-a-vis NPC) could just ignore the outcome, then there would be no point having the system and using it to generate an outcome!
One of most fun times I've had in a game is when a player (not me) decided to take a rash, adventure-ending action, with no warning. The party was split in two, having argued terribly about a major moral dilemma, both sides sure that the other had been deluded, and he acted. In character, it sucked, because the action was taken knowing it would
bring about the apocalypse. Out of character, it was
glorious. Seriously a badass action on that player's part.
If this had been in BW, the whole thing would have changed from gripping roleplay to boring roll-play.
But if a character is arguing in a Duel of Wits and decides to abandon their argument, then there is no conflict.
No, there's no
dice rolling.
I keep bringing this up and you keep ignoring it. There's tons of conflict that occurs without the dice to guide it. It may be completely roleplayed out or it may be described rather than fully orated, but it occurs. People have in-character arguments and deeply meaningful and personal scenes
without the dice.
This was my entire reason for starting arguing with you: you claimed BW was more intimate than D&D, and it turned out what you meant is that it involved more dice-rolling than D&D. While I was talking to you about that, I was so,
so very frustrated you wouldn't actually
show us that intimacy, until I learned that what it really was, was you rolled more successes than they did.
A general principle of interpretation, which works as well for rules as anything else, is that if one candidate interpretation makes the rule a nonsense and another doesn't, the other is to be preferred.
Nah. Just because one person thinks a rule isn't nonsense, it doesn't actually mean the rule isn't nonsense. It could just mean that the person has come up with their own interpretation of it that makes sense to them.