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<blockquote data-quote="Ratskinner" data-source="post: 7535768" data-attributes="member: 6688937"><p>I don't see much of a distinction between "fail automatically" and "can't try". However, the persuaded PC might act however they want, but they might then deal with guilt and social or divine consequences to acting against their conscience. </p><p></p><p></p><p></p><p>No problem. I mean, we're on the internet talking about pretending to be elves.</p><p></p><p></p><p></p><p>I'm specifically addressing the PvP situation. NPCs in our game don't frequently walk up to the PCs to make <em>Persuasion</em> checks on them (at least not when I'm GMing). Generally, the PCs aren't worth that kind of effort within an NPCs plan. Now, there is the not-so-occasional dishonest NPC. I don't actually usually play with too much of a preconceived plotline, but I do have my NPCs have plots and motivations of their own. Those might include or make use of deceiving or persuading the PCs of something. (Then again, my masterminds are often smart enough to have backup plans and plans within plans.)</p><p></p><p></p><p></p><p>Oh yeah, I've run DW and have BitD (but the group isn't interested in the setting). I don't find that a lot of PbtA translates well to D&D because of the "homework" needed as a GM. I mean, in DW you can run an original incidental threat on the fly. The complexity of D&D's mechanics makes that tough(er). For D&D, I often will write up say 6 or 7 suitable encounters and let the party blunder around and throw whichever ones seem suitable at them. (I'm not that big into Dungeons per se, so the party is often free to poke around as they please.) I usually use "masterminds" as a plot arc for a few sessions (Although I recently had one run for over 10 on accident, go figure). One unfortunate byproduct of my groups "old-school" origins is that most of the PCs aren't really integrated very deeply into the world (at least to start with), and the few times I've tried to implement something like "put the things the PCs love in peril" they feel more "railroaded" than if they get lied to or persuaded. I mean, I think I mentioned that 5e handles such things clunkily. I feel that way because I've played so many other systems that manage things better. I am perpetually amazed that D&D is so persistently popular, given the quirks and weaknesses in a lot of its mechanical systems.</p><p></p><p>Good Gaming!</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7535768, member: 6688937"] I don't see much of a distinction between "fail automatically" and "can't try". However, the persuaded PC might act however they want, but they might then deal with guilt and social or divine consequences to acting against their conscience. No problem. I mean, we're on the internet talking about pretending to be elves. I'm specifically addressing the PvP situation. NPCs in our game don't frequently walk up to the PCs to make [I]Persuasion[/I] checks on them (at least not when I'm GMing). Generally, the PCs aren't worth that kind of effort within an NPCs plan. Now, there is the not-so-occasional dishonest NPC. I don't actually usually play with too much of a preconceived plotline, but I do have my NPCs have plots and motivations of their own. Those might include or make use of deceiving or persuading the PCs of something. (Then again, my masterminds are often smart enough to have backup plans and plans within plans.) Oh yeah, I've run DW and have BitD (but the group isn't interested in the setting). I don't find that a lot of PbtA translates well to D&D because of the "homework" needed as a GM. I mean, in DW you can run an original incidental threat on the fly. The complexity of D&D's mechanics makes that tough(er). For D&D, I often will write up say 6 or 7 suitable encounters and let the party blunder around and throw whichever ones seem suitable at them. (I'm not that big into Dungeons per se, so the party is often free to poke around as they please.) I usually use "masterminds" as a plot arc for a few sessions (Although I recently had one run for over 10 on accident, go figure). One unfortunate byproduct of my groups "old-school" origins is that most of the PCs aren't really integrated very deeply into the world (at least to start with), and the few times I've tried to implement something like "put the things the PCs love in peril" they feel more "railroaded" than if they get lied to or persuaded. I mean, I think I mentioned that 5e handles such things clunkily. I feel that way because I've played so many other systems that manage things better. I am perpetually amazed that D&D is so persistently popular, given the quirks and weaknesses in a lot of its mechanical systems. Good Gaming! [/QUOTE]
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