Hit an issue last night that could probably be applied to a lot of different social checks. The PCs captured the ring-leader of a group of thugs, after beating the rest into submission, and they wanted to interrogate him. The Enforcer takes over and starts doing things like sliding his blaster pistol over the guy's kneecaps...basically "bad cop" threats. I gave him a boost die for a particularly inventive suggestion and let him roll: failure, but 3 advantages.
Part of the problem is how to roleplay the NPC's resistance? My players seem to think that anybody would buckle if somebody waves a blaster in their face, but obviously that's not how the game works...if it was, we wouldn't need the Coercion skill. Successful Coercion means the NPC *believes* what the PC is threatening. So I need a good way of explaining resistance.
Another issue is that after the first attempt failed, the other two players jumped in and started offering suggestions, some of them hilarious and definitely worth a new attempt just for the amusement factor. Given the previous 3 advantages, I let a new attempt be made, but that failed too.
I should make clear that interrogating this NPC was not a blocking point in the game. The PCs did not need his information to continue, they just wanted it.
I feel in cases like this that only allowing one attempt for a Coercion session isn't really enough, because as the players talk back and forth and exchange barbs with the NPC, new ideas can be generated that might work better, and that makes for more fun for everybody. But allowing them to keep on making new attempts without limit doesn't work...might as well not roll at all, and just give it to them.
Thoughts?