This brings up a related problem. What do you do when your p_layer_ rolls a critical success for the social situation and then proceeds to roleplay the interaction in the worst possible way, i.e. acts like a jerk during a seduction, etc.? I think there are generally three ways I have used to handle social situations in a diced game. 3 used to be the norm earlier in my life, nowadays I think we use mostly 1 and often 2... 1. Roleplay, don't roll. Works when the p_layer_'s skills are a match to the characters, and is way cool...

2. Describe&roll. In this one the p_layer_ gives general idea about what the character is trying to do (like: I'll offer him more wine, and even more wine, and try to get him to talk about his family again ) and then rolls dice. Works also when p_layer_'s social skills are not as good as the character's, but is boring more often...

Goes for me if the situation is not very important for story or the character, or if the skill difference is great, or if I just want to get it done and go on to play what follows...

3. Roleplay&roll. In this case, the roleplay and the dice are worked into the final result: if the p_layer_ roleplays a total jerk but rolls a success, the people around her consider the character a jerk, but for some reason the consequences are not as bad as they could have been, for instance. Works, mostly, but demands more from the GM (*why* did they not get as angry as they should have?).