...this is certainly the aspect of the game i like the most...
...give me some rotten medieval/dark-ages capital, with all it's political intrigues revolving around king's court, church, yeomen and nobles...
...all the guilds, the insane taxes on the peasants, the protection rackets...
...I want all the filth possible in one single package! The MORE the BETTER!
Now, the way I see it, there is no such need for extra rules so as to cope with
all those social interactions. What the skill list provides should be enough.
What is much needed IMHO is thorough knowledge of the political system in your game.
You should know how a Feudalism works (if say... this is your political system), you should know
who is in the possession of the land, who extorts, who bribes, who profits and who dies so that this
system is maintained... How are arcane spellcasters involved in all this?
How common is magic in the world?
How big is the influence of deities?
etc... etc...
As i understand it, your game does not revolve around the complexities of a City... it is more about the clans,
the warlords, the families and their legacy... but even if this system is simpler in comparison to a
City's/City-State's/State's system it has it's own complexities. Which clan helped which clan at a given time...?
What makes a leader maintain leadership, who is magically "tainted"? Who's mother was a prostitute?
Who is a coward? Who isn't really worth his status? Who profits of his family's name to exploit others?
Once all this somewhat crystalized in your game, there is no need of anything else.
You should be able to achieve everything you need by simply using:
Bluff, Diplomacy, Intimidate, Sense Motive. (Ok...and some of the Knowledge skills if need be...)
Even those skill rolls can be left aside so as to make room for some nice RPing opportunities... in many cases...
Sometimes all you need to remember is one's "skill" and then you just play him out. A leader with a bluff of 20...
does not really need to roll every time he lies to his clan.
If its a big lie you should, but in every day life he should be able to convince whomever he chooses in his clan without a real effort...
.......It is highly likely that you've got all the above figured out already in your game and I'm just telling stories here...
But the reason I said all the above, is because in the past i found my self in similar situation, where i though i needed more
"social interaction" rules, but then i realized that what was really missing was a coherent system that
combines and explains all the complexities and NPC motivations in a given pseudo-political system.
The rules I had were more than enough...
So in case you have figured out all the above, and you indeed want to expand your social rules-set because you feel like it...
well then... let's just pretend that I never wrote any of the above...
