Why is having a social "combat" system a good thing

I am a veteran of a thousand such discussions. Run! They always end in flames :wink:

But if you’re like me and can’t resist:

Well, it should have such a system if the players want to make the social interaction of the characters part of the “game,” if the players want their characters to throw them curveballs that they have to roll with, rather than being in complete control of the character’s internal reactions. Burning Wheel social mechanics force change on characters and demand that a player accept that the system will sometimes constrain their behavior. If that seems like an exciting challenge to the players, then such a mechanic is a good fit for them.

What are it’s advantages?

Well, it allows you to engage the system during some of the most dramatic and intense moments in a session, when you’re roleplaying your character interacting with other characters. To me that’s a strong advantage, but if someone wants a free hand to roleplay things as they see fit, they will likely see it as a disadvantage.

Why is it sometimes good to loose control over a character?

Because it is another avenue for surprise and challenge during play.

Why don’t you want to game without one?

That may be making too strong a point. I play games without social resolution. But, I will say that my favorite games all include it in some measure. And I prefer them for the reasons above.