Before I start, I want to say I used to hate rolling dice in gaming. I avoided it like the plague (and still do for the most part) unless it was absolutely necessary. I used to hate social rolls especially as they seemed to really contribute nothing to the gaming experience. We just talked it out. Why roll after all? Given the power of the new dice we have found they really help to add complexity to a social encounter, contributing subtle nuances that were otherwise not there before or in any other conventional system IMO. I know for some of you, you may already know this, but I do hope that it may enrich your play experiences and give you some valuable insight in these mechanics and how to implement them in play.
I'll break it down to various situations, and then explain how the dice can be used to impact these situations:
1. GM Decision problems: Obviously, if a social situation is planned, the GM secretly knows if they want it to succeed or fail. But there can be a numbe of social events the GM does not have planned for and events that come up that they may not have foreseen. A GM has to choose on the fly between do the players succeed at the social check or not? Such as when the players grab a guard and put a knife to their throat to get information or they ask a bartender or stranger a random question? Sure, a GM can figure this on the fly, but using these dice become they are a great intermediary to determine the effectiveness of the player's influence.
2. Power of a player's influence: When trying to influence a crowd or a group of people, it can be very hard to determine if the player's convinced everyone to be on board. For example, lets say the PC's are trying to stop a Witch from being burned at the stake and trying to convince a crowd and Witch Hunter not to do so. How do you know if all those dozens of people are on their side or not? In this case, the dice are your friend.
3. Furthermore, even if all the conditions are in their favor or are working against them (i.e. the GM secretly knows if the player succeeded or not) through the dice we can gauge how far did they succeeded or failed and what other new information/story can be gleaned from the player's influence. This can contribute a great deal of dynamics to the story and may even up the ante for both the player and GM.
4. Unforeseen outcomes: Though many rolls can give the players information, it is a bit limiting to assume the only important thing to the player and the story is if they player recovers a piece of information or influences someone in a particular way. There are thousands of other possibilities that can occur from looking something up in a book, or talking with a bartender, or writing a letter to a Duke. Sure, sometimes the story dictates that's all that's really important so why bother rolling in the first place? Does the player achieve x or not. But if you take a step back and see all the other possibilities that can be generated from a simple check to look something up in a book, then you find there is a large breadth of narrative options at a players and GM's disposal.
So here's how the dice come into play with these scenarios:
1. Obviously, in point one, the dice can simply tell if a player succeeds or fails to convince the target. The truly interesting effect though is the extent at which the player succeeds.
Successes: Succeeding obviously tells if they do what they were trying to do. More successes add more information. For example, lets say the players go to pump the bartender for info. After talking for a while, a check is made and it generates a success. Well the bartender would know a little information, but not much, each success adding more information.
Boons: Add additional beneficial side effects. Maybe the bartender after learning the PC's are here to help out give them drinks for free. More boons, maybe a room for free as long as they are in town. Even more, maybe he knows someone who could help them out. Even more boons, maybe he's part of a secret group who are working to do exactly what the PC's are doing. The extent is up to the GM.
Banes: Banes could mean he has some of the information wrong. It could mean he doesn't trust the player and gives some misinformation. It could be that the bartender "doesn't like their kind and asks them to leave. Even more banes and maybe he's working for the people the PC's are trying to stop and will report them.
2. If the players are trying to convince a group of people, it can be very important to know who is on board or not. Such as if they are trying to convince a king in front of his council to support them. The dice can help.
Successes: One success could mean the king supports them, but no one else. More successes can tell how many other member's of his council are swayed.
Boons: Can give beneficial effects such as if the players succeed, maybe the king will provide horses, more boons and more people are on their side could offer up their support as well (such as armor, weapons, a guide, etc).
Banes: Banes could have the adverse effect. Sure, maybe they swayed the crowd, but there is a decenter amongst the ranks who now will work to try to stop the party or carry some grudge against them. Maybe the group is fractured and as they argue, they will give the PC's only a certain amount of time to prove their worth, etc.
3. So what if the GM already knows the player succeeds or fails - either because, for the sake of the story it's rigged for or against the PC's or if PC has absolutely done a stunning or dreadful job roleplaying. Here, the dice can be used to navigate.
Successes: Since they have already succeeded or failed, the dice can give additional insight. If they already succeeded, did it necessarily effect everyone and everything? For instance, in convincing a king and his court. If the king is convinced, is the court? The successes/boons/banes can give that information as stated above. Lets say the player drafts a letter. It's a good letter and the dice don't really determine if the letter is drafted or not, it's the quality of the letter that has been drafted that is now called into question. Boons and banes here, as stated above, can add additional information such as the person who receives the letter is heavily swayed or is not.
4. The unforeseen is an interesting aspect. Where as boons/banes will give direct information, the boons/banes can be used to generate unforeseen events.
Boons: Example 1: Library Research. Lets say a player looks up a history of an area in the library to see if it had a history of chaos. Success not only gives the information, but boons will determine all sorts of additional information that can be gleaned. Either about the history itself or maybe they find a spell stuck in a book that could help them. Maybe they find someone else in the library looking up the same information, a chance encounter that gleans an ally. Example 2: They capture a guard and try to pump him for information. Maybe the guard has an important set of keys on him or isn't actually a guard, but an influential noble.
Banes: Example 1: Maybe while researching, they find the information but are put under some type of effect from the research. Maybe someone notices them doing the research and reports them. Example 2: Maybe the guard gives up the information, but is actually leading them to a trap. Maybe the guard is actually a friend they once knew!
The only other idea I need to say about all of this are guidelines of when to use these rules:
Critical Points: Obviously, you don't want the rolls to replace role-play. Nor do we want our group to boil down to walk up to bartenders and say, "I ask him for x information" then roll some dice. You also don't want to ruin great scenes where they walk before a king to convince him to help them and have that play out as, "I convince the king." Then roll the dice. The dice are used to help facilitate, translate, and communicate subtleties and information not replace role-play. This is why checks should be made at Critical Points of a conversation, when it finally gets down to the wire of what the player's want versus the opposition (even if it's just a library shelf). Roll when it becomes time to decide, at the climax of the conversation or when the dice can help lead the conversation toward new dynamics of a scene (such as the player's are trying to convince the king, and part of the council opposing the player's speaks up).
Use to Enrich: Use these mechanisms to enrich roleplay/story rather than detract or replace the norm. For instance a scene researching something in the library can be very flat, but the dice can add new details (such as discovering an ally/being noticed) rather than deter from the narrative. Characters such as bartenders can be made more memorable and more important if they have more of a dynamic roll in the story rather than a static, story-mechanical issue. Create more story from these mechanics and never to take away from what's being already done from the group.
Do not overuse: Obviously, this is always the case. Use them when appropriate, ignore at other times.
Well, that's everything in brief, but I hope this shines some light on this debate. Your thoughts? Your opinions? Your ideas? Discuss away.
Happy Gaming,
Commoner