Lanefan
Victoria Rules
Absent direction from a module or similar, seat-of-the-pants or gut hunch, mostly; as is often the case when unexpected stuff comes up.Right, I get that. But how do you determine the outcome of the social interaction? What's the tipping point for that NPC to say "you know what, I'll take your silver and let you in"? Do you determine a specific amount of coin? Or if deception is used, how do you decide what's tricky enough?
See above. The GM deciding the outcome, however, is only a railroad if the decision is made before the interaction even occurs.It may or may not be more of a railroad. But if there are set numbers, and we use dice to help determine the outcome, then it's not the GM deciding the outcome.
You've now added more details to your example that make it less likely to be a railroad. But still... how is the outcome determined?
The conversation at the time was dealing with unexpected scenes or situations and how a GM wouldn'y normally run what s/he doesn't want to run; I came back with the idea of running whatever the players give me to run whether I like it or not; and that was my off-the-cuff example.I'm struggling to understand why you brought up the example of the GM not wanting to run the ballroom scene.
Honouring the setting. If there's a realistic chance in this town that something like a ball will be taking place soon, then if the players ask about upcoming high-society events I have to honour the setting and allow that chance an opportunity to realize.So you leave something like the existence of something you don't want to run up to the roll of the dice? That seems a bit odd.
What, if they ask about balls and high-society events I'm supposed to roll for something else instead? How does that fit in with what the players are trying to do (whatever that may be)?Why not make the list consist of things you are interested in?
To indicate that as DM I'm bound to run the scenes they want me to run.You've described a situation where the GM is interacting with the player, without (it seemed at the time, but maybe not now?) much concern for mechanics, or the absence of related mechanics. You then decide how things go based on the interaction at the table, what the player said and how they said it, and how you feel about that. And then you added in the DM's feelings about not wanting to run a ballroom scene.
That's just it - in something like this there's no such thing as "meant to be meaningful". The players are driving the bus here, and I'm in react mode; and neither they nor I know whether something will be meaningful until after it's been played out. For all I knew in this hypothetical they were about to up stakes and leave town, and now they're suddenly looking for fancy balls instead.Right, but if there is a skill system or something similar to it, then I at least know how good my character is at persuading or bluffing overall. That's something to go on.
And again, if this guard is meant to be meaningful, then I would zoom in on it a little more. I'd emphasize the importance a bit, and then we'd play it out.
I've no such assumption: as I'm simply reacting to what the players are doing the ballroom scene (if they get there) will be every bit as much of a DM-side wing-it as the guard interaction!Yeah, that's definitely one way to do things. I don't do it that way. I'm not going to spend as much time on a guard as I will the ballroom scene, where I assume something more interesting is expected to happen. There's not much reason to do that, and every reason to do the opposite.
