• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

NPC Deception/Persuasion and player agency

I’m pointing at two things:

1) These are all separate things. They don’t all play nice with each other. Sacrifices of one for another (tradeoffs) have to be made.

2) That paragraph at the top (again): I’m saying that they’ve been run together for so long that people don’t even realize they’ve run them together and that they’re making tradeoffs that either (a) they apparently don’t even realize they’re making or (b) it was so long ago that they’ve made such peace with the sacrifice so it doesn’t now register.

Great post. I'll offer an alternative explanation although it's more convoluted than yours and I'm not sure it's more true.


The reward of roleplaying is either in challenge or in expression, and it's a social reward. A lot of people who claim to be immersionists are really interested in challenge and not expression. They react to a lot of narrative techniques the way they do because those techniques would in fact destroy the point of play for them.

There are also people who are interested in expression but claim they're interested in immersion instead. I propose the following reasons as to why and they're mostly rooted in how deeply dysfunctional most role-playing is.


Authority: The traditional set up of play is that the 'only' thing the player has control over is the internal mental state of the character, their attempted actions and what they say. This would and can be functional but so much role-playing is filled with nonsense that these avenues are often negated, effectively shutting down any means of artistic expression. Usually in the form of 'roll to have authority' rather than the roll leading to a form of reincorporation. Or in some cases the GM just flat out usurping authority. 'you feel scared' 'you feel happy' and so on.

(example: `Something like the steel test in Burning Wheel is being used to say 'well your characters priorities are actually those of a coward.' Rather than the more functional version where fear is allowed to dictate action in spite of expression. Although this would still be rejected because of other reasons listed below)


Social contract: Games as railroad lead to games where the social contract of play is based around stuff other than expression. A popular lament in role-play culture is there's the selfish git who says 'it's what my character would do.' But what your character would do IS you addressing premise and making an artistic statement. This whole social contract to get along or keep the party together is often a bit like telling a rock star they have to make meaningless pop. People often accept the terms of this contract via social pressure and the form of the game (railroads) but at this point they've massively hamstrung their expression. Any other mechanic that potentially does so is a step too far,


Most social mechanics are sociopathic: Task based social mechanics that rely on stuff like charm/deceive/persuade are sociopathic. They treat the means as instrumental and the result is either 'they're moved or they're not.' They actually work fairly well in challenge based play but are basically a form of poison for the expressionist. And because most role-play design is lazy slop. These mechanics have basically been ported from game to game for forty years.


Misinterpreting author stance: Author stance is often held up as being different to 'what your character would do' but what your character would do is how you create, well character driven stories. Our poor immersionist has already accepted a social contract that means they're playing in author stance (must follow the railroad or stick with the party and so on). Then they're told they must do things for the good of the story, which really can only amount to inane pastiche rather than genuine expression.



Anyway as someone who used to identify immersion as a goal of play the above seems to give some explanation of why I did so. When I play now the primary (maybe the only way) of choosing what my character would so is because the priorities and current situation seem to demand it. As if I am my character or my character is speaking to me or whatever. I'm just happy using a load of other mechanics that I would previously think were 'immersion destroying' because I'm not being hamstrung by the above.
 

log in or register to remove this ad

Because your approach isn't definitional of D&D. D&D is my primary game, and my play experiences are much more like @pemerton's than to the type of game you describe playing.
Does that say anything about the game itself, or just your way of playing it? Who's playstyle is better supported by the text?
 

Well it couldn't possibly say anything about my social skills because all that matters is the numbers on my character sheet, right?

Oh, wait....maybe that's why some people want to rely on the dice? 🤷‍♂️
In any given social encounter i rely on my ability to be.....social.
I take into account my ability scores to be sure. I use "the numbers" as the basis for everything.
For example in a D&D game if my charisma/wisdom/intelligence is in the average range...i take my DM's representation of what's happening at face value. If i don't i ask for a skill check to maybe give me some help.
If my charisma is low...i play the gullible fool and take my lumps. If my charisma is high, i count on my DM to take that into consideration....and then they decide if we need to roll dice (which when I DM i avoid).

I'm not a numbers player in general. I don't optimize. The numbers are the baseline for all things to be sure. Absolutely. But with social encounters....do i beleive the merchant, is the street kid trying to sell me a dead cat, can i lie to the guard....that's where the role playing comes in. Human (or whatever sentient thing you are) interaction is complicated and as such I don't rely on math to get it done.

All rule books are the foundation for their games so that anyone from anyplace can play with anyone else. All rule books are written in the most generalized terms so that even the average bear can understand them (usually) At some point you have to stray from the rules in order to make the thing you're trying to do work.

These are just my points of view. If how you are playing your game is fun for you then, my fellow gamer the world is your oyster. But if you find yourself constantly trying to parse, manipulate and understand Rules As Written.....you have to ask yourself a few questions. Is this the right game for me? Is my understanding of the game in general fun or should i move on to a different system? Not to mention if you don't like the way a rule is written....write a new one and tape it into your book. Once you buy the rules....IT'S YOUR GAME.
 





This is the exact opposite reading of my post that I intended.

I’m not saying Heroic Power Fantasy priorities and Immersionist priorities are intrinsically related.

I’m saying they’re not.
Yes, I get that. And I think so does everybody. So that's why the rest doesn't make much sense to me. It seems to be a more elaborate version of "you just don't want social/personality mechanics to dictate what your character does because you want to play them as an unfeeling optimisation robot" which is not something I think anyone in this thread (and definitely not me) has advocated for.

I want to play characters with feelings, desires, faults and human frailties. People that make mistakes, people that have flaws. I am just perfectly capable of doing so without the mechanics telling me to how to do it, and in fact I find it jarring and distracting when the mechanics try to do so.
 

Both I guess, though the specific discussion with Pemerton was related to the stake setting.
I think I've brought this up before, but before we make any sort of non-trivial check where the stakes aren't obvious, we establish the stakes, make the checks, and then roleplay the narration of how that plays out. Once we've established that the resolution is going to be a dice check, that result is binding.

If the players agree that the result of a failure of an opposed Persuasion check is that the characters will surrender peacefully, then the next scene is them in the jail cell, not them being escorted to the cell so they can break free.

If they wanted to pretend to surrender so they could escape on the way to the cell, that needs to be established earlier on, because it changes the difficulty of the rolls (and probably what skill is being tested.)
 


Into the Woods

Remove ads

Top