Hi,
I've been running WFRP 3rd for a while now, with two different groups, and I've noticed that my players tend to skip over the 'Social Cards' a lot, to the point that most won't take even one.
I'm guessing they may share the mindset I had early on, which was as follows:
I felt like many of them have effects that could be achieved just through normal role play and skill checks. Sure Steely Gaze gives the player a certain reaction which they can expect to play out if they succeed, but why not just made a normal intimidation effect? There's also Belching Smoke - Shooting your gun in the air as an intimidation, am I to prevent a player from firing into the air without this card? If a player decides to fire into the air without the card then I should still allow it to have an effect on those around the PC right? Should I be checking this card and use similar or weaker effects? I'd probably just wing it and come up with effects but then that nullifies the point of having the card doesn't it? If you can do basically the same without it.
On studying the cards more I can see their use better, but many still feel a bit flimsy or unnecessary. Particularly those with little more than 'you influence the target'.
Cards with better tangiable usability and bonuses (extra maneuvers etc) escape this a bit, but should a player need to use something like 'Come Face Me' to force an enemy to change target? Couldn't they do this another way for free?
Has anyone else had a similar experience? How have you tried to deal with this?
How have you got your players interested in social actions?