Social Moment
Used when engaging in tense negotiations, interrogations, rallies, or deception. Social Moments may represent court scenes, tense town meetings, or crucial personal confrontations. Action Points allow a character to influence others, read the room, or deploy social abilities. As with Exploration, Round length is not fixed — the GM sets it to match the pace of the scene, from a single heated exchange to a longer negotiation (see Round Structure for the full rule).
Most Social Moments resolve the same way — the GM ends the Moment when the NPC’s position in the fiction is clear, won over or not. The biggest Social Moments — swaying a hostile crowd, winning over a king — are often too significant to hinge on a single roll. See Standing.
Social Actions
The full list of available Social actions lives in /moments/social/actions/ — Coax, Study, Bare It All, Guard, Maneuver, and Use a Skill. Exploration has both an info action (Study) and a heavier, forward-looking info action (Scout); Social currently has only Study, with no equivalent of Scout — whether that asymmetry is intentional is still an open question. See /design/open-questions.md.