- how did you get your first love to notice you?
- when did you first realize you had to earn your father's respect?
- when did you first feel the stirrings of deep loyalty for your king?
- how did you meet the person who became your closest friend and confidant?
Within this context, you make ordinary attempts to persuade, befriend, or change the opinion of your target. For each social interaction, you can decide whether your goal is short term (get a woman to agree to meet you in the garden alone, get a fellow soldier to follow you on a mission) or long term. For short term social interactions, if the request is trivial, the GM doesn't roll, but simply weighs factors like the character's recent behavior, personal benefit, or social taboos, then makes a decision. If the request isn't trivial, because it conflicts with the target's interests, both sides roll 2d6 and pick the best result, again weighing factors and giving a +1 to the side with more advantages, or +2 for a lot more advantages. The side with the higher number gets their way.
Earning loyalty, love, trust or respect, on the other hand, is a long term goal. This works the same as non-trivial short term goals, but with two twists:
- If the player rolls higher than the target, the points are marked down as "damage"; if total damage is higher than the target's hit points, the player character has earned the loyalty, love, trust or respect they seek.
- The roll comes with a risk that something unexpected will interrupt the player's interaction: a jealous rival or overprotective father bursts in, a battle breaks out, whatever is appropriate for the situation. If the 2d6 roll comes up doubles, the risk takes effect.