Combat mechanics are usually more oriented towards moment-to-moment action, and are typically much more dense with mechanical interaction. A bad combat roll is usually one of at least a half dozen in a given combat scene. Social mechanics, and the interactions they represent, tend to either be more reliant on either summary rolls in more dense systems, or on core task resolution mechanics in more generally rules-lite systems. That makes systems that flub their social mechanics tend to flub them hard and fast.
I'd be much less concerned about character agency if I wasn't concerned about good narratives being stonewalled by bad rolls, or bad narratives being pushed forward by good rolls. In drama, empathy with the character is really important for investment, and if the character does things on the back of a bad scene backed up by good rolls, or a character just shrugs off a good, emotional scene just unaffected because of bad rolls, it can make it hard to empathize with the characters taking part.
It's easy to chalk up a bad roll in a physical conflict to a stumble or some environmental circumstance, or bad luck. You can do that to an extent with social and mental conflict, but there's a much more limited and subjective vocabulary to use.
The best social conflict system I've ever seen was Legends of the Wulin, where you got Conditions for everything, from "Peg Leg (-20)" to "Madly in Love (-50)" You either had to act in accordance with your conditions, or incorporate in your description and fiction a way that you were expressing or overcoming your condition, or you'd get the penalty to your action, if it was something that'd affect you in the scene. So, to take an action that would alienate your lover (like, say, stabbing him/her in a kung fu battle), you would have to either weep profusely and justify that it was for the best, or take a huge penalty.
I believe City of Mist has a similar mechanic in its condition tags (You can call on your Tags to help you, opponents can call on your tags to hinder you or help them), but I do not own it, and thus have not read in detail how it works. City of Mist is basically Changeling with the serial numbers filed off and tucked into a Fate-esque PBtA shell, so I think it's worth investigating.
Edit: I'm also really interested in how Genesys would play out in a less pulpy/actioney backdrop with a focus on more social and mental consequences. The dice there are... really interesting, but I'm not super sure how it handles social conflict beyond typical task resolution, I'd have to dig it out...
Last edited October 28, 2019 8:12 pm