1 minute ago, RickInVA said:And while I agree that the social skills have a target that is the primary recipient of the result, as they are generally opposed checks, so I don't think it is reasonable that the Active Party is immune to also being convinced. This is not like climbing a rope, there is another being opposing you, which, to me, allows for the possibility that if the Active Party fails, that the Target Party succeeds. To use an example from Tramp Graphics, if the Character is attempting Coercion on, say, a bouncer at a club, failure could mean that, in addition to not being let in, the Character is now afraid of the bouncer, and when told to "Beat it!' immediately does! I think that has to be a possible outcome, which is, to me, the equivalent of the Character paying/selling for more/less than they wanted to.
Here's another point where we differ:
To me, that would either be a Threat/Despair result or (more likely) a separate Coercion check.
For me, I draw an important distinction between PC Failure and NPC Success. The acting character's Threat isn't the target's Advantage, and the action character's Failure isn't the target's Success.
In that example, I'd say "The bouncer refuses to budge, and just glares at you. 'Beat it, pal.' " He rolls his Coercion against the PC with Boost/Setback from the PC's Advantage/Threat, and succeeds. The PC decides now would be a good time to take a stroll down the street and enjoy the night air.