sunshadow21
Explorer
One thing that just occurred to me that hasn't been brought up, but is very much in play at the average game is that most of these social skills are not used in a one on one scenario, and that makes a big difference. It's not usually whether the NPC can convince one PC on a successful roll, it's whether or not they can impact the all the PCs present at once, which will often be all of them. Similarly, a PC using these skills is rarely trying to impact just one NPC, but has to contend with the fact that there are usually multiple NPCs about. This tends to make any attempt to exert full control even harder; the PC may convince the king, but the king's trusted advisor, standing right next to the king, remains suspicious and quickly speaks up. An NPC may successfully intimidate one PC, but then has to deal with not only the wide array of potential responses available to that PC, but also the wide array of responses available to each and every party member that witnessed it. An NPC may try to bluff their way out of a situation, but while the chances of bluffing out one PC is frequently pretty decent, bluffing out the entire party is rarely that easy.
Once the factors of multiple people on multiple sides potentially triggering multiple rolls comes into play, control becomes a far more relative term. Controlling a particular character is no longer the primary goal; controlling the larger scene, and ensuring an outcome that is at the very least not negative to your side becomes a much larger concern. That is where the role play kicks in, where both sides are trying to frame all of the individual skill rolls together in a way that is ultimately beneficial to them. It no longer hurts if a player's character got intimidated for x rounds when the player has the bigger picture to work within and allies beside them to save them from any real trouble that may develop.
Once the factors of multiple people on multiple sides potentially triggering multiple rolls comes into play, control becomes a far more relative term. Controlling a particular character is no longer the primary goal; controlling the larger scene, and ensuring an outcome that is at the very least not negative to your side becomes a much larger concern. That is where the role play kicks in, where both sides are trying to frame all of the individual skill rolls together in a way that is ultimately beneficial to them. It no longer hurts if a player's character got intimidated for x rounds when the player has the bigger picture to work within and allies beside them to save them from any real trouble that may develop.
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