pksullivan wrote:One thing we realized this last session is that RP should be largely freeform. The rules don't really strongly support social encounters unless you build a mind-affecting super (which none of my players did) and if you did that, it introduces a ton of ethical questions about the use of mind control.
Well, the Mental Stress section does approach mental stress from the angle that it can represent arguments - with being stressed out as changing your thoughts on a subject. Also suggests you can use complications to represent pushing an agenda or saddling someone with something that might color or hinder their interactions in social situations. So you don't necessarily NEED to be a mind controller to push folks buttons mechanically...
That said, I'm gonna digress back to the general topic...
Game mechanics often can not MAKE someone Role-Play in the conventional sense; aka talk a lot in character or first person, engage in long conversations, provide lots of flavorful descriptions of their actions, ect. It can push them to take actions in the game that align with what the players view as the established character, which I maintain IS role-playing, but even Milestones and Distinctions won't make players do the other stuff if they're not feeling it. The later is BEST you can hope for as a baseline with mechanics; I have yet to see a system that tries to enforce the former not fly apart when someone isn't in the groove.
I've learned to just take a macro view of events and not worry if any particular player said a whole lot of stuff in character or provided a lot of fluff to what they're doing. What they actually did and possibly why they were doing it and what it leads to next matters more to me. This is one reason I like MHR very much (also one reason I like 4e); since there's narrative weight attached to every part of an action, even if a player isn't providing fluff or context for their actions the very nature of using the mechanics creates some from scratch and if you're not feeling like it you don't HAVE to add more to still have something for others to work with if they want to.
I also totally reject the notion that once someone starts punching someone else, the RP stops. That's entirely a group thing. You don't NEED a transition scene to RP. Hell, more RP goes on in my action scenes then in my transition scenes. I'd detail all the character development that's happened in Action Scenes but that would entail recapping 80% of our game sessions so far...