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Negociating with a villain
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<blockquote data-quote="Janx" data-source="post: 6494025" data-attributes="member: 8835"><p>since nobody's commented on this, and I have a moment.</p><p></p><p>1st mistake in those modules is in suggesting the players do anything. The players don't read the module, how are they supposed to know what is "suggested". And it's not for the GM to be suggesting things to players in some circles anyway.</p><p></p><p>Next on the docket is getting players to think of negotiation, and see it as a viable solution.</p><p></p><p>step 1: don't make your villains so disgustingly evil that the players can't stand the thought of cooperating with them. At least not the ones you want to setup as your first candidates for negotiation. Once negotiation is time-honored tradition with your party, you can setup a situation where a really bad guy wants to legitimately negotiate</p><p></p><p>step 2: don't screw the party over in a negotiation double-cross. I assume you already have a party of murder-hobos. Taming them so they'll try talking to their adversaries instead of killing them is undone when you have the negotiation turn into a double-cross. Seriously don't do it until you have a proven track record of a tame party.</p><p></p><p>step 3: insert tales and examples of negotiation working in the past with certain individuals. Players need to hear "oh, I can talk to that guy and he won't screw me outright?"</p><p></p><p>step 4: have the NPC make an overture to negotiate. not for surrender, but for trade over the disputed resource or to redirect hostility to a common enemy. Make your NPC stick to the deal, perhaps becoming an ally. This creates an example of trust with the players, and shows they can save time/resources/risk by negotiating with some people.</p><p></p><p>step 5: make negotiating less work/hassle than murdering everybody. Players really have a "if lighting it on fire is easier, I should do that" mentality. You have to make negotiating not suck.</p></blockquote><p></p>
[QUOTE="Janx, post: 6494025, member: 8835"] since nobody's commented on this, and I have a moment. 1st mistake in those modules is in suggesting the players do anything. The players don't read the module, how are they supposed to know what is "suggested". And it's not for the GM to be suggesting things to players in some circles anyway. Next on the docket is getting players to think of negotiation, and see it as a viable solution. step 1: don't make your villains so disgustingly evil that the players can't stand the thought of cooperating with them. At least not the ones you want to setup as your first candidates for negotiation. Once negotiation is time-honored tradition with your party, you can setup a situation where a really bad guy wants to legitimately negotiate step 2: don't screw the party over in a negotiation double-cross. I assume you already have a party of murder-hobos. Taming them so they'll try talking to their adversaries instead of killing them is undone when you have the negotiation turn into a double-cross. Seriously don't do it until you have a proven track record of a tame party. step 3: insert tales and examples of negotiation working in the past with certain individuals. Players need to hear "oh, I can talk to that guy and he won't screw me outright?" step 4: have the NPC make an overture to negotiate. not for surrender, but for trade over the disputed resource or to redirect hostility to a common enemy. Make your NPC stick to the deal, perhaps becoming an ally. This creates an example of trust with the players, and shows they can save time/resources/risk by negotiating with some people. step 5: make negotiating less work/hassle than murdering everybody. Players really have a "if lighting it on fire is easier, I should do that" mentality. You have to make negotiating not suck. [/QUOTE]
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