The session I GMed last night was my group's first truly heavy brush with RP encounters (Act 2 of Long Arm of the Hutt... if you've played that then you know what I'm talking about), and I can't help feeling like things could have gone smoother.
In this situation, there are a lot of people and a lot of half-truths and lies being thrown about. Let me break down my areas of concern with how things went:
1) When someone tells a lie, they roll their Deceit Skill versus the target's Discipline Skill. Is this for every lie or just when the lie is meant to cause the target to take an action they otherwise would not have? For example, does an art thief casually introducing himself as a museum curator trigger this roll? Or would the roll be reserved for cases where you're trying to manipulate the target into taking an immediate action they wouldn't otherwise, as in "Run! There's a platoon of stormtroopers coming this way!" When in reality it's just a civilian convoy in the distance.
2) Does this change when the target is a PC? In last night's game I had them roll whenever they tried to deceive an NPC, but for the most part did not make a roll for the NPCs to deceive them as just asking for the check is a sure sign that there is a lie being told. And they're a good group who mostly avoids metagaming, but it'd still be annoying to know your character is getting taken for a ride but unable to do anything about it.
3) What about people present, but are not the "target" of the Decive check? For example, last night one player was engaged in a lengthy conversation with an NPC. I had him roll the Deceive Check and mostly ignored the other players as they were not active participants in the conversation. Five minutes later another player, whose character was standing next to the one doing the talking, asked if his character thought the NPC was being honest. What do I do there? Roll another check? Try to remember the total previously rolled for the NPC's dice and make that a difficulty number for the 2nd player's new Discipline Check? Tell him to make a Perception Check to make sure he heard the conversation in the first place? Or to see if he saw any nervous ticks or other signs that the person may not be honest instead of Discipline?
4) We come from systems that used "Sense Motive" or "Insight" checks. That seems much easier to me. We role-play and if a player is suspicious they may roll their Sense Motive versus a difficulty rating known only to me. Then I tell them "You think he's telling the truth" or "You don't think he's telling the truth." If I tell them "You think he's telling the truth" the player doesn't know if that's because the person really is honest or they failed the roll... because they don't know what the difficulty number to beat was in the first place. That system also addresses the above situation of someone present for the conversation but not the target of the Deceive Check. So, is there a "Sense Motive" or "Insight" type skill in the FFG system? Using Discipline just doesn't feel right for this purpose...
Any advice is appreciated.
TL;DR I've made a mess of social encounters with my players.