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D&D 5E Persuasion - How powerful do you allow it to be?

Celebrim

Legend
[MENTION=4937]Celebrim[/MENTION]

It might be helpful if your criticism of Narrativist games...

I'm not criticizing Narrativist games. I think it's a perfectly valid design goal to prioritize the creation of story.

I'm criticizing attempting to create story through mechanics that prioritize the mechanics that create the fiction over the fiction itself. And in particular, when you say something like, "The fiction should be a meaningful input to the mechanisms of the game..." - something I agree with - consider how that statement stands in contrast to the one that I quoted that I disagreed with, "I would suggest that the best way that to find out that some NPC is not amenable to being persuaded of something is in virtue of the check failing. That is, it is an output of resolution, not an input into it."

That is to say, the poster I quoted argued that the fiction ought not to be a meaningful input, but rather was primarily the output of mechanics. But if we don't take difficulty or plausibility into account, then we end up with a bad story. The poster's example of the movie Hero, should invite us to answer the question, was the particular conclusion of the story earned? Did the story lead up to this moment so that, surprising though the outcome might be, we accept that the story was perhaps moving in this direction all along and so plausibly should end up like this. Critically, it was not the persuasiveness of the Emperor that lead to the decision by the protagonist. Rather the protagonist reflecting on the meaning of the story thus far, lead to the conclusion. It was a choice, not a dice roll.

I do not think it is helpful to act like mechanics and the fiction must be independent of one another.

Yeah, tell me about it. Keep saying all this stuff I agree with, and who knows, you may find yourself agreeing with me.
 

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Ovinomancer

No flips for you!
I agree, but that has nothing to do with problem I perceive FATE as having or anything that I said. It's always a bad sign when someone decides to strongly disagree with me by starting out with a statement I already agree with.
But, the core difference between FATE and D&D is that D&D is GM curated whereas FATE is not. FATE breaks down if the GM attempts to overly curate the story, and this results in poor outcomes. I get that you're trying to make an argument that mechanical story creation is bad (which I'll address in a moment), but this isn't what FATE does. So, your agreement that you're using to dismiss argument isn't actual agreement -- you've missed my point.



My ocean example is inherently and deliberately exaggerated to make the point clearly without delving into all the complexities that would be brought up in a real example from play. I fully agree real examples from play would be much more vague and debatable, but the same problem would in my opinion underlie them.

That results are incoherent? This only occurs if you make the same error that you do with your ocean example -- that the play doesn't follow the establish fiction and be within the rails of that established fiction and the genre and theme of the game. But, these are actually a must. Frex, in a game of godly powered PCs your ocean example actually works -- it doesn't violate established fiction and it fits within the genre logic and theme of the game. In fact, godly persons establishing the size of an ocean with a leap is pure thematic gold in that kind of structure. No, instead you treat the games like someone that has read the rules but not fully grasped how they're intended to be used.

I don't dislike Narrative games at all. I just think that many of the mechanics that have been niavely adopted to support Narrativist play goals actually run counter to them.
Which game features these mechanics without strong guides for how to develop the fiction and use the fiction to feed the mechanics? You're pulling the mechanical resolution out of the fiction it's embedded into and treating it as a separate piece. I can tell you that the mechanic feature of, say, Blades in the Dark cannot be used without strong fictional positioning. You could do it, I suppose, but you're be playing incorrectly. It's like criticizing D&D because you can make people roll DEX to walk across a room without tripping, or make a climb check for every stair in a stairwell -- it's not exactly breaking the rules, but it's certainly using them in an unintended way.

See, it's up for grabs around that in ANY game. By insisting that this is a particular element of narrativist games, you are already so far off the path there is hardly any hope that our conversation will be productive. Narrativist mechanics do not singularly or especially create the concept of a fiction without predetermined outcomes, and indeed if that really is the point, then the fact that the mechanics in my opinion often work markedly counter to that result is much closer to my point.
This is one of those statements that relies on an infinite series of games so that very unlikely results can be said to belong to a particular set. The kind of play where the PC is talked out of an action by the target of their hatred and then brought around to defending that target absent GM force is vanishing small. I'd submit that play that produces such is borrowing heavily on narrativist techniques to do so and ignoring many of the inherent requirement of D&D. At no point have I ever heard of this kind of story resulting from D&D play without heavy GM force, but I have heard of similar things occurring in narrativist play. And, that's okay. D&D doesn't have to be able to easily recreate all kinds of stories -- it just needs to do a largish set of interesting stories well, and it does. You won't get the kind of drawn-out tactical survival play that was the entirety of my last D&D session in a narrativist game, either. It's okay that not everything fits in all of the envelops.

Oh just stop. I said nothing at all about strong DM curation or any other such nonsense. Do you have any idea how annoying it is to be told I'm fundamentally misunderstanding something, and then have you go off on a rant about "strong DM curation"? Unless you actually mean that is strong DM curation to suggest that an ocean is 1000 miles wide and implausible to jump over unless you have superpowers, or unless you mean by "strong DM curation" that a sworn vestal virgin with every reason to fear the wrath of her deity should she break her vows is probably less seduceable that ones loving spouse, then drop the whole "strong DM curation" crap.
D&D involves strong DM curation of story. It's baked into the rules. You don't have to say it, if you refer to D&D it's there. "DM decides" is THE trump mechanism of D&D play, 4e, and to a small degree 3.x, aside. The rules of play say that the DM determines if an action succeeds, fails, or if they want to use the resolution mechanics. This means that the DM is absolutely curating story in play. It's unavoidable. It's also not automatically a bad thing. When I run D&D, there has to be some form of story already built -- the dungeon, the villian's plan, something, because D&D requires extensive prep to play. It's mechanical engine doesn't do very well with off the cuff encounter building, so you have to prep for possibilities at least. So, the DM has to curate the story in some manner to ensure that prep is useful and that play proceeds in useful directions. This is further reinforced by the fact that the mechanics of D&D do not do effective reinforcement of complications -- there's no built in play spiral. If the DM isn't constantly providing new fiction for the players to act against, the game stalls. So, the entire system of D&D is built on the idea that the DM will curate the story of play.

And note that curate means to act as a curator, which means you have the duty to preserve and care for a thing. This is almost the definition of what a D&D DM does. I don't see the vehemence here.

That is absolutely and completely and totally wrong.
It's not. If a D&D player has a mission to assassinate the Emperor, and has won through the enemies, what mechanism does the DM have in the rules to get the player to stop and listen to the target's plea? None, outside of force. Force in this sense just means the DM puts pressure on the story to conform to their desires. Sure, if you go with the infinite set of plays, there's a possible outcome where everyone at the table is in the right mood, the DM is winging it, and the player amenable, and talking happens, but this isn't even in spitting distance of most tables. This kind of outcome isn't emergent in D&D play.

AND THAT'S OKAY. D&D really puts a lots of story weight on overcoming the minions and the climactic fight with the BBEG, not on sudden shifts in fiction that challenge the very basis of character. You won't get the sudden shift in character that occurs in Hero in a D&D game, but you'll get a lot of cool tactical fighting that will be missing in the narrativist games. It's okay that different games have different strengths. D&D doesn't need to be everything.

And further, you still appear to have no clue with what I consider wrong with FATE's ability to generate story.
And yet you've not explicitly said it, still. Very cagey. However, I think I've gleaned that it's your belief that the mechanical engine of FATE is decoupled from fictional positioning and so can create new fiction that is incongruent with the existing ficiton. That this would actually be poor play in a FATE game seems to have escaped your notice. Now, I'll grant that the various rulesets of FATE do a uneven job of being clear about this, unlike, say, Powered by the Apocalypse games or Burning Wheel where such requirements to ground everything in the current fiction are strong and clear, but it's a still bad take on your part.
 
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pemerton

Legend
In D&D 5e, the DM decides if the proposed task has an uncertain outcome and a meaningful consequence of failure. Only if both of those conditions are true does the DM calls for an ability check. The mechanics follow the DM's judgment as to the viability of the task if they follow at all, per the rules.
Understood. My post was suggesting a basis on which the GM might make such decisions.
 

pemerton

Legend
If a D&D player has a mission to assassinate the Emperor, and has won through the enemies, what mechanism does the DM have in the rules to get the player to stop and listen to the target's plea? None, outside of force.
Just as a sidenote on this - given that Celebrim has me blocked and so I'm not able to participate directly in your discussion with him - I was envisaging the assassin as a NPC and the Emperor as PC. Or, perhaps, the assassin as a NPC and Broken Sword as a PC. It struck me as somewhat parallel to the discussions upthread of NPCs that are "immune" to persuasion.

But you're right that in some systems the PC/NPC roles could be reversed and the situation adjudicated appropriately - eg in Cortex+ Heroic, and perhaps via social resolution in Burning Wheel.
 

Ovinomancer

No flips for you!
Just as a sidenote on this - given that Celebrim has me blocked and so I'm not able to participate directly in your discussion with him - I was envisaging the assassin as a NPC and the Emperor as PC. Or, perhaps, the assassin as a NPC and Broken Sword as a PC. It struck me as somewhat parallel to the discussions upthread of NPCs that are "immune" to persuasion.

But you're right that in some systems the PC/NPC roles could be reversed and the situation adjudicated appropriately - eg in Cortex+ Heroic, and perhaps via social resolution in Burning Wheel.
I'll be honest, I had the plot confused with some other Jet Li films. The Emperor as PC does make a good deal of sense, as he drives a lot of the confrontation, though I still see Nameless as a good candidate. Sword less so, but possibly.

It does reinforce that it would be extremely unlikely for that story to occur in D&D without force -- there's no suitable conflict resolution available outside GM decides.
 

Campbell

Relaxed Intensity
Speaking generally I am not overly a fan of deciding an NPC cannot be persuaded at all. Rather the general orientation I take is that you should be curious and really consider the fiction, how the PCs are attempting to persuade the NPC, and what they are trying to persuade the NPC to do. They might lack the fictional positioning to persuade the NPC to do the thing they want them to do, but that does not mean they could not get it or try to persuade them in other ways. Or it might just be a fairly hard DC that PCs can reduce through strong fictional positioning. Here I'm a fan of giving players opportunities to access their own knowledge and intuition. Something like an Insight check might help players understand why the Chamberlain is so recalcitrant and then they can play around it.
 

iserith

Magic Wordsmith
Speaking generally I am not overly a fan of deciding an NPC cannot be persuaded at all. Rather the general orientation I take is that you should be curious and really consider the fiction, how the PCs are attempting to persuade the NPC, and what they are trying to persuade the NPC to do. They might lack the fictional positioning to persuade the NPC to do the thing they want them to do, but that does not mean they could not get it or try to persuade them in other ways. Or it might just be a fairly hard DC that PCs can reduce through strong fictional positioning. Here I'm a fan of giving players opportunities to access their own knowledge and intuition. Something like an Insight check might help players understand why the Chamberlain is so recalcitrant and then they can play around it.

Sure, there are often many approaches to a goal. The DM is tasked with judging which of those approaches succeed outright, fail outright, or have an uncertain outcome in which case only then do we have an ability check, provided there's a meaningful consequence for failure. (And to be clear, here I'm talking about D&D 5e.)

The smart play as a player in this situation in my view is to do exactly as you say - try to get a read on the NPC, figure out his or her agenda, ideal, bond, and flaw, then use that information to shoot for outright success which is way more desirable than an ability check that necessarily comes with a meaningful consequence if the dice are unkind. And as long as the character is not doing something that is deemed to fail outright, then the player will at least get a roll on which he or she may have advantage (by cannily using the NPC's agenda, ideal, bond, or flaw in a way that is useful) on the roll or can spend resources like Inspiration to improve the odds of success. That is basically how social interaction challenges are meant to work as described by the DMG.

As DM, I recommend telegraphing things that are sure to fail as the interaction unfolds. This removes the perception of failing outright being a "gotcha" because a player can go back and remember a detail the DM described earlier that foreshadowed said approach would be folly. A very kind DM might even remind the player of this before narrating the result of the adventurer's action.
 

I'm criticizing attempting to create story through mechanics that prioritize the mechanics that create the fiction over the fiction itself.

We've (ENWorld at large, you and I and others) had this conversation a lot before, it seems.

As best I can tell, its a byproduct of looking at a game's component pieces individually rather than the game holistically as an integrated system, while simultaneously assuming a causality chain litmus test for "nonsensical" is bound to be violated. I think, overwhelmingly, much of the conversation around 4e suffered this (and is the same reason why some people are inexplicably puzzled by the truism that 5e cannot recognizably reproduce a 4e game, despite being possessed of more than a few recognizable, component parts of the game).

In context of each particular game (no matter what game it is that uses Story Now techniques for the game's propulsion), the idea of "prioritizing the mechanics that create the fiction over the fiction itself" just doesn't make sense.

For instance, lets just assume that Blades in the Dark's Flashbacks mechanics were fundamental to D&D 5e. There would be multiple parts to this that would integrate it with the whole game:

1) These rules allow for actions performed in the past to impact the present.

2) A flashback isn’t time travel. It can’t “undo” something that has already occurred in the present moment or otherwise fundamentally undo something that has already been established in play (the mechanics don't "prioritize the mechanics that create the fiction over the fiction itself).

3) A player invokes a flashback to make an Ability Check for a past event that impacts their current situation in a specified way.

4) The GM sets the cost and DC, Ability Check is rolled.

5) Success and the player gets what they want. Failure and the GM narrates what happens.

6) Just like all other facets of the game, the genre logic associated with DMG 36-41 prevail in action resolution mediation. (the mechanics don't "prioritize the mechanics that create the fiction over the fiction itself).For instance, the Fighter, being a local hero, arranged for the porter of a hotel (where a guild secretly runs operations) to unlock the back door so the Rogue could be easily inserted (in this case, the upshot might be a Very Easy Charisma check for the Fighter vs a Medium Thieves Tools check for the Rogue which could yield significant complication on failure). If its already been established that there is no back door (or some other bit of fiction to that effect), then obviously, this would be a violation. Since it hasn't, have at it.

Success and the door is open. The fiction moves forward to whatever situation/decision-point comes next.

Failure and the GM decides that the porter has been caught (which will exacerbate a future conflict for the Rogue) and a group of guild-members have decided to entertain their night's card-playing in the rear Mudroom (complicating the effort) just in case something fishy is going on.

I don't see how the above would inherently make a 5e game or a 5e game's fiction suddenly go wobbly (I mean Backgrounds don't make the game go wobbly and they codify a player's right to stipulate fiction under particular circumstance).



The game Strike(!) (which is an amalgamation of D&D 4e, Mouse Guard, PBtA, Cortex+ games) preempts this line of reasoning with its "DON'T DEMAND NONSENSE" section, which it reiterates here and there throughout the text. Clearly, Jim McGarva (its creators), must have come into contact with the sort of stuff we saw throughout the edition war against 4e:

Strike (!) p 9

It seems obvious, but I’d better write it down: you can’t make a declaration that contradicts previously established facts. Don’t demand nonsense!
 

Ashrym

Legend
Sounds like people over-value charm person, tbh. Charm person shifts the attitude towards friendly and grants advantage on checks but it doesn't allow for anything that a persuasion check would not, and vice versa. This is true because charm person is using persuasion checks so it's impossible to disassociate the end results from one another as more or less effective.

A persuasion check on a friendly NPC with any source of advantage would be equally effective. The conversation reaction table gives the generalization for DC's 0, 10, and 20 on friendly, indifferent, or hostile. DC 20 is the highest DC listed and does the following...

Friendly -- the creature accepts a significant risk or sacrifice to do as asked.
Indifferent -- the creature accepts a minor risk or sacrifice to do as asked.
Hostile -- the creature does as asked so long as no risks or sacrifices are involved.

Ability check / skill resolution for a requested action has never changed. The first thing a DM does is determine if the action automatically succeeds or is impossible and automatically fails. That hasn't changed from the use of any check and is the failsafe against "jumping to the moon" attempts. As a DM, say no if it's too much.

If a check is warranted, decide the attitude towards the party. Charmed individuals are automatically friendly to the charmer. Most individuals are likely to be indifferent but players do have the ability to make and foster contacts and I think DM's should facilitate that option. It creates roleplay opportunities outside of combat and enables the favor system "you'll owe me" type scenarios down the road.

A DC 10 for minor risk favors from friendly contacts is pretty easy for any character, tbh.

The only real issue is what constitutes levels of risk. "I could lose my job" or "my wife will leave me" type stuff is a major risk. This doesn't need to be physical danger. The repercussions of the actions requested can automatically indicate the level of risk. Giving the PC's a place to sleep in exchange for work instead of paying is no real risk. Borrowing a horse might be a minor risk to one person and a major risk to another depending of if they can afford to have the horse never return. I ask myself "what is the worst case scenario for the person being asked to do something" and that usually gives me an idea where to go from there.

Hope that helps. :)
 

Celebrim

Legend
But, the core difference between FATE and D&D is that D&D is GM curated whereas FATE is not.

Part of me would like to engage, but your argument is built of so many axioms that each would require an essay that I don't even know where to begin.

D&D is not inherently more GM curated (whatever the heck you mean by that term of art) than FATE. Indeed, I've watched FATE ran by someone that would presumably know how to play it, and I would say that the example of play was more heavily GM curated than D&D as I've played it these last 30 years. The GM of FATE had and exerted vastly more freedom to control the game by fiat than I have or allow myself when running D&D. I don't understand where you are getting D&D is heavily curated any sense that opposes what I've observed in FATE play.

So, first, define what you mean by "GM curated" and explain how D&D - a game that does not strictly define it's processes of play - is inherently more curated than FATE and maybe we can go somewhere. But right now I'm just seeing a long long series of axiomatically declared statements most of which I disagree with. DM's have no duty to "preserve and care for a thing" and I can't even figure out what the "thing" in that statement is.

If a D&D player has a mission to assassinate the Emperor, and has won through the enemies, what mechanism does the DM have in the rules to get the player to stop and listen to the target's plea? None, outside of force.

Why would I need a mechanism for that? I mean, the very fact that you think I need a mechanism for that goes very much hand in hand with what I'm saying. Why is your first thought that that needs a mechanism? Or why the heck would I want one?

And yet you've not explicitly said it, still. Very cagey.

Yes, I have.

However, I think I've gleaned that it's your belief that the mechanical engine of FATE is decoupled from fictional positioning and so can create new fiction that is incongruent with the existing ficiton.

And while that was my primary objection to making the character of an NPC solely an output of the mechanics rather than an input to them, it's not primarily my objection to the mechanics first approach of Fate. Rather, my objection is what I said it was, that at the moment you ought to be considering story, the player is motivated to look at mechanics first and make a 'move' or 'call' rather than engage with the fiction.

But all that is neither here nor there, because as I said we don't even agree on a foundation. I don't agree with you that D&D is DM curated while FATE is not. The FATE GM who doesn't have any constraints on them other than critically what they think makes good story is vastly more in a curator role than the D&D DM is, or at least usually is, because frankly I don't think we can make any blanket statements about how D&D is DMed or even intended to be DMed.
 
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