None of that matter for NPCs, though. They don't need plot armor. Killing the social minigame is way to broad a reaction to protect your PCs. Let the Face convince the main guard that he's actually Damien Knight and just lost his commlink. Let him convince a researcher to give him his access ID and passcode, because he's part of internal security and needs to check up on something. Let him shine.
The guys beside him have just won a firefight with a dozen SecGuards, hacked the securest nodes and gotten the hottest paydata and magicked up half a dozen brutal combatants, made the whole group invisible and solved lots of plots on their own. The Face should be allowed to shine to the same degree.
The guys beside him have just won a firefight with a dozen SecGuards, hacked the securest nodes and gotten the hottest paydata and magicked up half a dozen brutal combatants, made the whole group invisible and solved lots of plots on their own. The Face should be allowed to shine to the same degree.
This is the heart of the matter isn't it? In the end it is a game and a lot of how it plays out comes down to "social contract" kind of stuff like this. You sit down with your Face/Pornomancer and say, "Listen, I know you invested heavily in your character to do these things and I'm willing to let you, but by the same token you need to be fair to the other players and let them do the things they're invested to do."
The problem comes when you let a Face convince an NPC of something ridiculous for the sake of plot and for the sake of giving them some spotlight time, but they decide that this is their license to take over every other aspect of the game. I convinced the researcher to give me his Access ID so I should be able to convince the guards to let us through, the Mr. Johnson to give us more money, the Fixer to give us gear for free, and that super-hot elf over there to strip and dance for me in public.
A lot of times, to make an entertaining game the GM must allow things to happen at dramatically appropriate times that cannot be applied as a general rule. That's why I don't ascribe to the "simulationist" view of running a game. I think simulationist often = no fun. I would much rather have things happen because they are good for the story at that particular moment in time than holding fast to some sense of "realism." There's a reason that action movies make so much money being ridiculously "unrealistic" - because that's what is fun.