QUOTE (TheGothfather @ Dec 10 2008, 11:23 AM)

Basically, using the game rules to resolve social conflicts just like you would any kind of physical challenge. For example, you could have one PC make an opposed Intimidation or Con test against another PC to settle the argument, rather than letting one player rely on his own personal social abilities to argue until the other player(s) gives up.
I disagree. Having the players throw dice at one another as an alternative to convincing one another is one of the
worst ideas I have ever tried. It stats to lead down the path of the characters controlling the players, instead of the other way around. And, IME, it has lead to more hurt feelings then simply letting them talk it out normally. It even seems to result in an escalation to in game violence more than any other conflict resolution method I have tried. It's long been my groups rule that negotiation/con tests are fine for the PC vs NPCs, but are never resorted to in an attempt to change a PCs mind. At best I can be called upon to determine the things a PC knows for a fact, and all other assumptions are left up to the players to make for the PCs themselves. Or to step in if a player is using OOG knowledge to greatly on behalf of his character.
Though when the players disagree steadfastly disagree on what rout to take, there are no easy answers as a GM. The first thing I try to do is offer a little guidance as to which route better fits the situations as it stands. Many times disagrements will arise becaue of a misunderstanding of the situation, thats my fault as Gm, and my job to clean it up. Other times I can provide some insight as to the likely outcome of some plans, if this is knowledge the characters should concievably have. Such as "your character knows that shooting up the mall will likely bring a heavy Lone Star response," or some such. Often times though this advice is impossible to give, either because it forces the players decisions to much, it may tip my hand to the players to much, or I may know of unexpected suprises around the corner that make my advice less then impartial.
Next I try and mediate the disagrement. I clearly state what I see each players position as, and each players disagrement. I don't try and convince the players what to do, simply to try and help them take a step back and see one another positions and reasons for anda against it. Most of the times this works, but some differences aren't resolvable even with mediation. Its then when OOG measure are resorted to to solve the impass. I may also choose to tip my hand a little bit more at this point and give out a little bit of information than the players should normaly have. I do this especially if the matter of disagrement if pretty trivial in terms of matter to the plot.
If none of the above measures work, then we resort to one of a couple OOG resolution options. We either put it to a vote, and go with what the majority decieds. We may roll a dice or use RPS or some other impartial method of deciding. Or I may simple choose for the players, generally based upon the way past decisions have gone (we did it Bobs way last time, so we will do it Gregs way this time).
Your Milage May Very of course, I can see how using in game mechanics could work for some groups, but its been an abject failure for mine.
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As to fudging dice, I think thats another matter of opinon. I've been known to do it a time or to, but it has almost always been to correct a mistake I made as GM (who would have known that a Gang of Ninja Assasins with gyro mounted HMG would be to much of a match for the players!). I used to do it in situations to let important NPCs or such escape, but then I realised I didn't have to, important NPCs can use edge to avoide their fate just like PCs can. Most of the time I don't explicitly announce such edge expedantures to the players though, instead I'll just say something like "he miraculouly dodges". They have no way of knowing it as characters, and it helps to avoid an edge expendature war between the players and I.
While I belive that fuding dice can be an important tool for the GM to use, its not one you should have to use to often. You should only be rolling dice in situations where you expect to have an uncertain outcome. If you already know the way things should turn out, you shouldn't be rolling dice. Or more preciely, you should have engineered the situation as far as possible that dice rolling is unecessary. Some of the times the PCs can upset these situations either through good planning or dumb luck. And generally you should allow this. The vast majority of the times I have had to fudge some rolls have been on occasions where I really should have planned better and made the rolls impossible.
That has mainly been about fudging rolls against the players. There are times when you should fudge rolls for the players as well I think. I do this mainly to preserve fun in my game. The mage getting geeked by a ganger before he even gets an IP may be a legitamate results, but probably isn't much fun in game. The player may be able to use edge in these situations, but this is not always the most fun result as well. Since its mostly a matter of hits against him anyways, knocking down the improbable 6 hits the ganger rolled on his 6 dice to a still improbable 3 hits may be a good idea. Doing this behind the screen can help maintain suspenion of disbelief for the players. It can also work the other way. If the players have been doing their legitamate best to defeat some Big Bad guy, but the dice aren't falling there way, you can fudge some on their behalf as well. I think it is okay to overule the dice from time to time in the name of fun.
As always with everything YMMV though. This is just what works well with my group.
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Here is one mistake that DOESN'T very though:
Thinking you have found the 'one true path' to GMing instead of adapting your style to meet the needs of your group. Groups and players are different. What works well for one group may be a disaster for another. Assuming that you know best what style works for a group without taking a look at the realities of that groups play is probably the biggest mistake a GM can make. If you understand that, everything else is gravy.