In social psychology, there exists a thing called script theory. It posits that people often keep loosely to 'scripts'. So, if you're going on a date, you might use the "dinner-and-a-movie" script, which acts like a basic framework. Using the script means that you don't need to negotiate every detail with others; you just do the thing, improvising the details. In the theory, we use scripts all the damn time; vast swathes of our everyday lives are managed by a relatively small number of scripts that we either learned or built up over time.
So, maybe this is especially true, maybe it's less true. Whatever. But hold that thought.
Now, consider "standard marching order" and "standard camp setup" in RPGs that have adventures like that. Those are, well, something akin to the same subject. But we only use them in limited ways, as gamers. Would it be useful to have the players sit down and drum up the scripts for other stuff that "happens off camera"?
Equally, on the front that reads 'social mechanics', imagine telling your players that the Great Chamalun Ceremonial Gathering (or whatever) has a script - a list of what happens when and how, that isn't written down anywhere. Their social rolls will be used to gauge how much of the script they can follow, at low levels, and how much they can change it for everyone at high levels. A social master can lead a group through a unique Tea Ceremony that has novel overtones, without missing a beat or dropping a slacker. Which might be helpful to players navigating the Empire of the Petal Throne... But might also come off as stilted and rigid (Which might mean it would sing in your High Victorian game - but not your Frontier Badass game).
Or the things could get combined in group worldbuilding. Or handed out to players whose character would know them. Or whatever.
Anyway, there's this thing. It keeps coming up, in my head. Thoughts?