So, I've been running the system for a while and having a good deal of success over what my group was using prior, but one thing I've noticed is that social options are very limited from the previews that we've got so far. The Chapter 4 preview notes you can use Overcome actions for situations where you need to roll to determine an outcome. However, it does seem to limit the GMs ability to manage the difficulty of a situation. At present, I see there's only a few options in the RAW:
1. Rolling an Overcome action with standard Overcome results (Sleezy Steve needs to be persuaded to provide evidence)
2. Advising that the action being attempted isn't possible (Sleezy Steve ain't gonna turn evidence on The Alternator no matter what you suggest because he knows what that guy does to snitches)
3. Doing multiple Overcome actions ala Complex Challenges from Chapter 5. (One overcome to convince Sleezy Steve that you can protect him from the Alternator, one overcome to convince him to provide the really detailed information, etc.)
Of these options, option 1 is the default, but runs into a case where there's no way really to raise or lower the difficulty of the roll. 1-3 is always success with a major twist, 4-7 always success with a minor twist. The scared mook you're trying to get directions to the control room out of and the captured lieutenant who's not completely convinced of his boss but also a bit harder to crack have exactly the same die results for whether you make any headway in convincing them. Option 2 is possible (Baron Blade isn't just going to give up on dropping the moon just because you ask), but basically useless for allowing non-combat options. And while Option 3 seems to provide a case, in social interactions it falls short due to the potential for multiple dice rolls to screw up a work in progress. Essentially, you persuade the guy to talk to you at all, but then roll a 1 on your next challenge step, resulting in complete failure. The odds are essentially heavily stacked against a multi-step overcome working out if it takes more than two overcomes.
In a lot of other systems, you'd have something like a "target number" that went up and down based on the difficulty of what the player is attempting, and I'm just wondering if SCRPG has an option for this that I'm not finding in the rules or if not, what you've done for similar things.