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General Tabletop Discussion
*Dungeons & Dragons
Should Insight be able to determine if an NPC is lying?
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<blockquote data-quote="Reynard" data-source="post: 7591404" data-attributes="member: 467"><p>Here's the problem with this, and it goes for most of the interpersonal skills in the game: it asks more from the player than other skill uses do, and therefore limits a player's choices of playable character types. In the simplest and most obvious example, a player's physical fitness has no bearing at all on that player's character's physical fitness, so any player can choose an action adventure hero to play. But when a GM requires a player to say exactly what their character would say to convince the king to do the thing, the player with social anxiety or another limitation can't contribute as meaningfully. In the Insight example, providing a clue ("The baron seems to be sweating excessively.") potentially asks the player to be smarter, more observant or more experienced in social interactions than they are in real life.</p><p></p><p>What's more, it also puts a lot of weight on the GM's shoulder's to provide very precise sensory information to the players and attempt to avoid miscommunications that will send the PCs off after an unintentional red herring. GMs have a lot to manage on their won side of the screen and trying to also manage the perceptions of the players (as opposed to their characters) is extra work the GM doesn't need.</p><p></p><p>The player character is the tool through which the player interacts with the world, and the character stats are the measure of the efficacy of that interaction. By saying "You sense the baron is not telling you everything," you are trusting the system and the player to engage the game just as surely as when you say, "You hear scratching at the other side of the door" or "Those are owlbear tracks." Drawing an arbitrary line between social interaction skills and literally everything else in the game is, well, arbitrary and makes the game less fun, IMO.</p></blockquote><p></p>
[QUOTE="Reynard, post: 7591404, member: 467"] Here's the problem with this, and it goes for most of the interpersonal skills in the game: it asks more from the player than other skill uses do, and therefore limits a player's choices of playable character types. In the simplest and most obvious example, a player's physical fitness has no bearing at all on that player's character's physical fitness, so any player can choose an action adventure hero to play. But when a GM requires a player to say exactly what their character would say to convince the king to do the thing, the player with social anxiety or another limitation can't contribute as meaningfully. In the Insight example, providing a clue ("The baron seems to be sweating excessively.") potentially asks the player to be smarter, more observant or more experienced in social interactions than they are in real life. What's more, it also puts a lot of weight on the GM's shoulder's to provide very precise sensory information to the players and attempt to avoid miscommunications that will send the PCs off after an unintentional red herring. GMs have a lot to manage on their won side of the screen and trying to also manage the perceptions of the players (as opposed to their characters) is extra work the GM doesn't need. The player character is the tool through which the player interacts with the world, and the character stats are the measure of the efficacy of that interaction. By saying "You sense the baron is not telling you everything," you are trusting the system and the player to engage the game just as surely as when you say, "You hear scratching at the other side of the door" or "Those are owlbear tracks." Drawing an arbitrary line between social interaction skills and literally everything else in the game is, well, arbitrary and makes the game less fun, IMO. [/QUOTE]
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Should Insight be able to determine if an NPC is lying?
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