I hope so too!
We need to work more on social systems and NPC defense against social systems. Right now I've been using a stat value of 2 to determine everything an NPC does, along with most of the positive or negative bonus actions.
In the Attribute system a 2 is considered Average, a 1 below average and a 6 (max value) herculean.
The largest player obstacle might be in using multiple skills to interact with an NPC and swing their favor more in your direction. The Game Master sets the Difficulty of any encounter, so a stranger talking to a stranger with no preconceived notions rewards no positive or negative.
But an armed man talking to a lone woman on a dark street in the middle of the night would be considerably harder to interact with do to her automatic defensiveness. This would be represented in the player losing dice in their total "Dice Pool" that allows for successful actions.
An example of improving the situation would be to wait for the woman to walk into a lit café, now the challenge of talking to her is slightly lower. So you start with something not very direct. You use your characters attribute "Poise" along with the skill "Socialize" to make small talk, you discover she's a smoker, and offer her a smoke, which improves the relative difficulty of continuing to talk to her.
Suppose your goal here is to get some kind of information from her, the Game Master informs the player she seems attracted to you, so you use the Attribute "Physical Appearance" with the skill "Coercion" with the promise to buy her coffee as your tool. This combination choice results in again a slightly less difficult dice challenge. You succeed, she agrees to sit with you and talk for a bit over coffee.
Your primary goal is to discover information from her, perhaps its the time of day her boss goes for lunch. You already know a bit about her, so you use "Poise" and "Coercion" to get her talking about things she wouldn't normally talk about. OR you use "Poise" and "Subterfuge" to lie about details that may convince her to tell you the information you need.
This is in essence how social interactions could work in the GOI: Dieselpunk game space.