Right so, having read through this thread, and seen Luke’s responses, I have some thoughts:
Luke’s example with the Empress seems to have really irked you for some reason, and you’ve come up with this “get-out-of-jail” option for Duels of Wits you’re calling “Agree to Disagree”.
If i start by talking about the example Luke gave in more detail, you might get what’s trying to be said, but instead let me start with this: “don’t knock it until you’ve tried it”.
In the example of the Duel of Wits versus the Empress, imagine this: your brother is rumoured to have committed some act against the Throne, you believe that he is innocent, and you have led to the point where you get to enter into her Throne Room and plead your case. You go in, and tell the Empress “My Brother is Innocent, these rumours are baseless, formally absolve him and restore his petition”, to which she replies “He is working with others against me, all conspirators are to be moved against, the loyal will act on my behalf to do this”.
In your perfect example, in any roleplaying game, what would happen next here? Would you make roll for your PC to convince, and then it’d be done? Would you just roleplay out the scene with the social contract taking the reins? Would your character ever be convinceable to betray his brother? What if he also believed that the Empress was kind and merciful, or fair and just?
Next, how would that map to Burning Wheel? If you want a roll to convince, what would go wrong on a failure?
In Burning Wheel, what happens is a Duel of Wits. There’s a point just now where maybe you could withdraw, make excuses, walk away. The Empress could have ordered the guards to escort you away already, but she hasn’t, and she is bound by these rules.
You make tests against each other. You hope to win without compromise, but perhaps you lose. Either way, the entire game is going to turn on this monumental scene. If you win, somehow, despite the Vizier’s Help and the Empress’ FoRKing, you will have saved your brother. If you lose, you have promised to attack your brother to prove your loyalty to the Empress. The compromises might be great: you convince her that your brother isn’t a threat, but his position cannot be restored without getting the other conspirators called to account. They might be minor: she agrees she will provide a small retinue of her own treasured warriors to aid you in your task. Either way, the outcome is monumental.
And your character was convinced, at least in part, because the dice say they are. That’s what those numbers mean.
And this is where I get to the part where I try and tell you what I dislike about your houserule, and it’s this “compromise is poison”. The ability to compromise those terms undercuts the drama. Even through insulting the Empress to her face, demanding satisfaction, and being told (convincingly, the dice say so) that the loyal would act on her behalf, your character has the option to leave unscathed? That undercuts the drama. And if it doesn’t, it transforms the scene, because the other response from the Empress is imprisonment.
Burning Wheel is at its best when what happens after that scene is that you become the player of a torn character. That you continue to love your brother, despite leading an army to bring him to the Empress’ mercy. That they pursue this quest hoping, just hoping, that when the situation is changed, when their brother sirs in front of the Empress and recants, she will grant you both mercy for pleading for a third path.