Bill Zebub
“It’s probably Matt Mercer’s fault.”
Who's calling for a "default" here? We're all just discussing our preferences and why they work best for us (and defending them when others disagree).
Yeah, great point. Thank you.
Who's calling for a "default" here? We're all just discussing our preferences and why they work best for us (and defending them when others disagree).
Other than the part about symmetry (once again, if the DM is deciding on the DC in both directions then it's not really symmetric), I agree with all of the above.
For example, I think a great way to use a successful persuasion roll to try to convince a PC is for the DM to use their own knowledge about the player to make a better argument. E.g. "...and I'll let you copy (insert spell player has been wanting) from my spell book..."
Honestly, that's the kind of parity I can get behind.I think things like Deception and Persuasion are always tricky in an RPG for this and other reasons. The most common thing I see is persuasions is something PCs use against NPCs but not vice versa. The way I do it in my own games is not have these skills impact actions directly. They simply tell the outside world how convincing, charming, etc the person is being (a sleazy sales person who shows up at your door and rolls a 20, maybe be charming but that doesn't mean you are automatically going to buy his vacuum cleaner because there are so many other things to consider, like whether you want or have the money for a vacuum cleaner). I find when skills like this are approached in this way, you can have them go in the direction or PCs or NPCs, without impacting the agency of either (because I think NPCs should also have agency)
Yeap, thats an interesting dynamic you have pointed out. Skills have become a binary mechanic for the most part, though the social aspect has not been used or accepted as such. I've long thought there ought to be a separation of binary skills, like athletics for jumping pits, and something like the performance skill in which a PC is dancing or acting. One is a precise action, the other is a context driven one.I'm having trouble wrapping my head around this, and would love some kind of illustrative example of what you mean.
If I map that to the example I used above, traps, my experience has been that with mechanics players tend to say, "I roll to detect to traps" or "I roll to disarm it". But without mechanics they try to engage and narrate what they are doing.
Using the trap example, lets say the player knows its a blade trap. The player decides they are just going to walk face first through it because it wont kill their PC and they can just heal up afterwards. They are using meta knowledge to push past an obstacle instead of engaging it. They are ignoring the milieu of the game. I see ignoring social results without aknwoledging them as similar.Can you describe how the opposite happens, although with social mechanics, in ways that you've seen?
I agree on the better argument thing. That is more how i would do it. Generally I only roll for these if there is doubt so most of the time, I just play the persuade rank of the character (if an NPC has three ranks in Persuade (ranks go from 0-3 in my game), I'm going to speak as persuasively as I can (usually this will be less about argument and more about making the NPC as personable as I can, as I find that works better)
I think that a pretty significant problem rests in presenting #1-2 as mutually exclusive with #3 or even framing #3 as the end of the conversation.No, definitely not. It does not have to be 1st person acting.
Maybe this will clarify (using an example from upthread):
I'm just saying that I greatly prefer #1 or #2 (and, really, I prefer #2 myself) to #3.
- "If you don't help us I will expose your affair with the Count's daughter to the whole court!"
- I'll threaten to tell the court about the man's affair if he doesn't help us.
- Can I roll Persuasion to see if he'll help us?
Players want to use what tools that they have at their disposal, and this just says that Shadowdark has less tools for players to use. I understand that this is a feature of OSR play, but I wish that it would stop negatively characterizing non-OSR play as button-mashing or roll-to-win.Yes. In my experience if there's a button on the character sheet players...especially new players, and I get a lot of those...will try to press that button.
EDIT: To further clarify, when faced with a challenge, I often see players looking over the list of skills on the character sheet to see which one they want to "use", instead of thinking about what the problem is and what some creative solutions might be. I see that occur a lot less frequently in Shadowdark, which does not have a list of skills on the sheet.
You cannot be the GM for everyone. People are welcome to tell anecdotes of what they would do or how they run things, but that's not something that can be relied upon or can be reproduced consistently at tables in the same manner that systems or rules can. And one of the issue with free-form RP of this nature is that it makes things a LOT more heavily GM-dependent, which is something that I don't particularly enjoy as a player or as a GM.This makes me realize that one argument I have NOT seen (which surprises me) is: "If social encounters are being resolved by the strength of the argument, without rolling, that penalizes players who have invested in Charisma and social skills."
When I'm GMing, I reward that investment in a couple of ways:
I get that some people...especially if they are used to a different mode of play...will still feel shortchanged if they can't make a dice roll and add their bonus. What can I say? It's not how I like to run games. Fortunately I teach lots of new players, so I get to indoctrinate them however I like. Mwuhahahahahaha.....
- I factor those mechanical bonuses into whether or not a plan works, or whether or not a roll is required.
- I don't like to gate information behind random rolls. If somebody has relevant skill/knowledge I just give it to them. Sometimes I'll have the whole table roll and give it to whoever rolls the highest.
Yeap, thats an interesting dynamic you have pointed out. Skills have become a binary mechanic for the most part, though the social aspect has not been used or accepted as such. I've long thought there ought to be a separation of binary skills, like athletics for jumping pits, and something like the performance skill in which a PC is dancing or acting. One is a precise action, the other is a context driven one.
I know this is getting a little ahead of our current conversation, but my fix would be to binary one aspect, and contextualize the other. For example, spotting a trap or not is binary, disabling would become a more involved process of gethering info and taking actions instead of a single roll check. Alternatively, discovering the trigger or disable point could be the multistep investigation and then disarming (or triggering) would be the binary check.
In any event, the above should highlight my GM style in that there is usaully a context driven session (that may or may not involve skill checks) that leads to a binary moment where you get the resolution before starting the process over again. Something like jumping a pit is spared the process becasue it is unccesary the action type and resolution is obvious.
Using the trap example, lets say the player knows its a blade trap. The player decides they are just going to walk face first through it because it wont kill their PC and they can just heal up afterwards. They are using meta knowledge to push past an obstacle instead of engaging it. They are ignoring the milieu of the game. I see ignoring social results without aknwoledging them as similar.
To be fair, I dont think a trap is comparable to a social situation. A trap doesnt change its position or offer up any defense based on PC actions, its simply static. My concern is the notion of asymetrical play you mentioned earlier in the discussion. If a PC can just yell, "diplomacy" and chuck a D20 and the NPC must abide by the result, I dont get why an NPC cant do the same? Mind you, im not saying thats how it should work at all. I think a social mechanic check is earned through role play and follows a logical set up from an exchange between players and GM. The reuslt informs the GM/player how the character ought to act to the situation moving forward. Ignoring the context of the situation and acting on player meta knwoledge instead, is out of bounds to me. Or has been described earlier in the discussion as being a poor sport. (I'll note, if folks want to simplify social resutls as binary results on way or another, I dont have a problem with that for them. I just dont want to play that way and expect a more interactive experience.)
For a social exchange example we can use the time tested getting past a guard. A PC decides to tell the guard they are the king's cousin and he is expecting them. They roll a bluff check or equivalent. Now, the GM plays the guard depending on thier context. Maybe this guard is firecely loyal and unmovable in their duty? The guard might believe the PC is a the King's cousin, but his orders are his orders. He would direct them to an authority to try their case there, but will not allow them to pass. Or, the guard might hate their duty, think the king is a jerk, and allow the PC to pass anyways. Depends also on how much prep the PC put into the situation. If this is an off the cuff response? Probably get the guard's former reponse. If they put in a disguise, learn local customs, play the bit up, then the latter might be likley from the guard.
Flip it to the PCs and lets use an interogation scene. The PCs are trying to get info from an NPC. The NPC makes a sucsessful decpetion check. If the PC (not the player) knows this NPC and their reputation, they might proceed with caution or even ignore the result. If they have no context of this NPC at all, they likley should act on the information. Whether its with suspicion and/or caution, the info should be considered. If its flat out ignored becasue the player knows of other avenues and options (that the PC is not aware of), I consider that out of bounds. Also, note how the NPC above gets to consider thier internal and external situation before acting, but always aknwoledges the play on the table.
I think that a pretty significant problem rests in presenting #1-2 as mutually exclusive with #3 or even framing #3 as the end of the conversation.
Players want to use what tools that they have at their disposal, and this just says that Shadowdark has less tools for players to use. I understand that this is a feature of OSR play, but I wish that it would stop negatively characterizing non-OSR play as button-mashing or roll-to-win.
I think things like Deception and Persuasion are always tricky in an RPG for this and other reasons. The most common thing I see is persuasions is something PCs use against NPCs but not vice versa. The way I do it in my own games is not have these skills impact actions directly. They simply tell the outside world how convincing, charming, etc the person is being (a sleazy sales person who shows up at your door and rolls a 20, maybe be charming but that doesn't mean you are automatically going to buy his vacuum cleaner because there are so many other things to consider, like whether you want or have the money for a vacuum cleaner). I find when skills like this are approached in this way, you can have them go in the direction or PCs or NPCs, without impacting the agency of either (because I think NPCs should also have agency)