I am very frustrated about the lack of guidelines for running Social Encounters!?! The only information we have is that (1) Initiative is based on Fellowship, (2) Action Cards can be played, and (3) a loosely structured example is provide in "A day late, a shilling short".
How is the sequence of play?
Why are there no basic social action cards with standard actions with a recharge rate of 0 such as "Bargain", "Convince", "Impress", "Seduce", "Provoke" etc.?
What does it mean to Influence a target and is the effect different from the effect of a successful Charm, Guile or Intimidate check?
Does social Action Cards really matter?
Are skill checks social actions?
If skill checks are manoeuvres, how many can you attempt per round?
What other social manoeuvres can you attempt?
How do we best promote discussions, debates and disputes between players and NPCs, while we also have to play Action Cards and roll skill checks in a turn-based order?
I don't understand why we are not given a Social Encounter Sequence like the Combat Sequence (rulebook, p. 57-61). I believe it would have been much easier, if characters have "social strenght", "social toughness" and "social hit points" and chosen an agenda (not necessarily known to the GM) for what they try to obtain by engaging in a specific social encounter. I am just thinking laud here...
Hopefully, a future supplement will put some structure on Social Encounters because at present Chaos has won!