A silly little quandary, but how do you balance this out? On the one hand, this is a game where people are supposed to interact, and "Interaction skills" are what get that along, but then some scenarios will pop up where the other person is just adamant that they don't want to do what you say, be your friend, or help you out. What's a good way to get the NPC (we'll assume it is) to have the Interaction challenge? The players have spent hard-earned XP on boosting their skills up, but the NPC might not care how persuasive you are, or threatening, or smart. But if you just say "no, she won't be persuaded to do that", you don't want it to feel like just GM fiat; why did they invest in the skills, then, but also, if your players are a bit advanced, or even twinkish, there might be no believable way for them NOT to pass the test, depriving the NPC of any ability to say no other than to just "say no", and make the players ask that previous question.
Has this been an issue for anyone, or am I just over-worrying about it? I really like the Interaction challenge system, like Warpstorm uses, and could easily modify it to use in Lure, prior, but I'm not sure it works. Say you use Bastille. He really doesn't have a great reason to team up with you, already having what he believes is enough stuff to win. You could build the challenge in his favor (Very Hard -30, -10 each additional for Peer (Navy) or Peer (Sun Lee)), but they might twink through it, or view it as impossible. Charlabelle might seem a better candidate, since her resources aren't what Bastille's are, but her pride could still make her just "say no". What's a good balance for these, where you can actually get someone to partly go against their own wants, but not feel like they had no choice in it? I hope I was clear enough, here. I admit some of it will just be "good role-playing", which also isn't so effected by bad dice rolls, but I also prefer a mechanical advantage, to justify having it, in the first place.