> how do you handle a) social action cards, and/or b) rolling social initiative?
This topic is near and dear to my heart.
Social action initiative doesn't typically need to be rolled unless there is a timing or stressful situation. What does need to be accounted for however is this: You need to track how many influences are achieved over a total number of attempts. Those attempts may be tracked in rounds, or maybe where you don't really call it rounds..and instead just total attempts during the conversation.
To INFLUENCE a person, you use a social action (or perform a stunt using fellowship). There are three types of checks: Single check (e.g. a social character making a single, appropriate action where the GM thinks it's perfect for a single check), Duel of Wits (multple checks required, where the person doesn't want to tell you something or 'do' something that you tell them to do), non-social characters attempting something (almost always multiple checks).
A guideline for multiple checks: it takes a number of achieved "Influences" equal to the opponent's WP score over a particular total number of attempts. I usually give a person 2 possible attempts more than the WP score unless it is just plain difficult. NOTE: Influences does NOT equal successes. Each action card (or perform stunt) can influence a person ONE time each round..unless you the GM determine that it should do additional (such as outstanding roleplaying or a comet rolled..or something like that)
Unless you are going to have the NPC "socially fight back", then just have the player roll these rolls sequentially in rapid fashion. It doesn't have to take all dang day long to make 5 rolls. Just roll them and find out if you succeeded.
Single roll pass/fail is also good if the player has a specific action card at the perfect time, and it seems perfect to just roll one time. Example: Berating an incompetant peasant doesn't need to be attempted multiple times. If it fits and the NPC would give in, then make it happen!
Modifiers:
Specializations: Look at the Charm/guile/leadership/intimidate skill specializations. Ask yourself which category is applicable at the time: E.g. seduce, bribe, whatever to get information out of the cook about Lord Aschaffenberg. Other players who have Charm/Guile/whatever trained may assist. If they don't, they cannot assist without having good cause.
Easier/Harder: The check will be easier/harder depending on what you the GM want. Realize this: if you're only going to do "single checks", that is one roll succeed or fail like in D&D/Pathfinder, don't even bother to roll. Just tell the PC the information.
My rule is: any social check warrants a social character being the one to shine. Why? because this game ENCOURAGES people to play things other than combat-monkeys and they should be rewarded for playing a character that can solve problems outside of combat and players who play combat-monkeys should be at a SEVERE disadvantage in social situations. My favorite example is the troll-slayer with a fellowship of 2. The player, inevitably fresh from a D&D campaign where a pass-fail situation means "pushing the win button" for all PCs, thinks that his trollslayer is going to go up and hit on the bar maid to get lucky. Guess what happens next? He gets STRESS added to him, fails miserably, and not only fails to gather any useful information, but quickly puts the party's opportunity to gather such information in jeopardy because of his stupidity.
What about the PLAYER making a good speech? Yea, I've seen this. You get some 'expert' player, again fresh from D&D/Pathfinder/SW where they think that if they "roleplay real good" they are going to get a freebie in influencing an NPC. YES, this should be encouraged, but although they may be granted a single white bonus for good roleplay at your discretion, I highly suggest that you would only do this if they actually have something useful to say (or information, or a relationship already with the NPC or their family). This would be the same way that you would treat a person describing their attempt at scaling a sheer cliff with a Climb check, or attempting a finishing move against a gobling in a Combat round. My point here is, try to keep things equal across the board for the SOCIAL characters so they shine in their own right, just like a combat character would shine in their realm.
What if the PC Fails? Then the opponent will simply be done talking to the PC until the GM deems it possible to talk again later or unless the person is tortured or something extreme. It may be not until the next day, or next dinner, or whatever.
How many PCs can attempt at the same time? Only one person makes the attempt. Should you go round robin having each character attempt to seduce the cook to tell the story of Lord Aschaffenberg which would result in TWENTY dice rolls being required? No. The cook is going to say, "I already told your friend there that I don't know anything." Done.
Help your Agent character shine with his Social actions. Do the same for players who specialize in other non-combat things too. This way, you'll really bring out the strength of this system. That strength is: there's more than one way to skin a cat.
jh
(again, I'll probably cross-post this to the board)