This thread rapidly went off onto a tangent about social mechanics and how they can be designed/work in play, so I thought I'd start a new thread.
A lot of what I have to say about this is already in the courtier chapter of Imperial Archives : not reducing complex interactions to a single roll, incorporating modifiers based on circumstance, etc. As I said in sndwurks' thread, I am personally opposed to trying to create a social interaction system that would be equivalent to the combat system, with "damage" and "wounds" and so forth; I want it to be more free-flowing than that. But, as others have said, there are so many variables that can affect social interactions and their results that codifying them all into actual numbers is a pain in the neck: "okay, if he just insulted you that day he's at -1k0 to ask a favor, but if he's been rude to you for at least a week that's -2k0, and if it's more than a month it's -3k0; if your clans hate one another, then those penalties acquire a kept die as well" -- no. Just no. It's an abyss we'd never climb back out of.
So what do I think a good social system would do?
It comes back to what I said in IA about modifiers. At the time, I noted that there are several ways to adjust a roll:
*Add or remove rolled or kept dice from the active character's dice pool
*Add or remove rolled or kept dice from the dice pool of the resisting character
*Apply a bonus or malus (e.g. +5 or -5) to the total of one roll
*Grant Free Raises, or require Raises to be called
The more I think about it, the more I feel that a good social system would not quantify these modifiers, but would instead focus on what each type of modifier means .
Let's take the flat bonus as an example. We could say that this modifier applies when you have a skill or other stat which is relevant to the topic at hand: you can add your Honor Rank to your Sincerity (Honesty) totals, your Meditation Rank to Etiquette totals when resisting emotional manipulation, your Battle Rank when delivering an Intimidation attempt threatening military action. This encourages synergy and gives a clear-cut answer to the question of "how much should this help?" You don't have to list every potential combination; just give some examples and let each group decide how generous they want to be with such bonuses, and whether in this one specific instance it really makes sense to add your Kenjutsu to your Divination roll.
A penalty to the dice pool of the agent could reflect circumstances of personal antipathy which act against the character before he even opens his mouth. How bad of a penalty? Well, it depends on the characters. Your Kharmic Nemesis should have a much harder time getting your help than the guy who accidentally spilled tea on your kimono at last Winter Court. On the flip side, a boost to the dice pool of the target can reflect circumstances that aren't about who's talking to them, but rather the target's own nature: a happily married character gets a boost against seduction attempts, and someone following direct orders gets a boost against being persuaded to do something against those orders.
I don't have the time right now to work through all the angles of this, but it's enough to show what I mean. Rather than trying to litigate individual numbers, lay out a set of tools and talk about what each one represents.
Once you've done this, it opens up possibilities for how to handle the old "mind control" argument and deal with players who don't want to let their characters be influenced. Agent rolls Investigation to figure out what kind of argument/pressure/etc would be persuasive to Target; Target's player describes something they think is appropriate, and the subsequent interaction reflects both mechanically (an adjusted Courter / Awareness vs. Etiquette / Willpower roll) and socially (the dialogue used IC) the agreement that Agent is taking a genuinely persuasive approach. (Or a really terrible one, if they failed that Investigation roll.) If you have a player who never admits his PC might have a vulnerable spot, or refuses to go along when the vulnerable spot he chose for himself gets used against him . . . well, then, you have the same kind of player who would adjust their combat tactics to account for the invisible character his PC doesn't know is there. And that's not a problem you solve with rules.