I think I'm gonna close up my intervention on this thread (unless someone wants to keep chasing something I have said that they feel might be an incorrect reading or interpretation) with the following:
The response of Narrativism-oriented design to the problem I picked up back at
NPC Deception/Persuasion and player agency, has been that, instead of trying to simultaneously be invested in
getting it right while also advocating for a character's preferred outcomes, we recognize that
getting it right is inherently an act of creative interpretation and let that fall naturally into place.
We dispense
some notions of objective truths and instead we go all-in on advocating for the NPC’s preferred outcomes, allowing the game’s instrumentation to guide our incorporation of consequences in alignment with our creative understanding of the characters evolving motivations and desires. And it totally works, and is coherent and grounded
when we do it right!
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The opposite approach, seems to say: let's go all-in on
getting it right, prioritizing our own subjective interpretation of the character’s internal logic and completely dispense of advocating for their preferred outcomes. This means treating the NPC as an autonomous entity and focusing on faithfully portraying their motivations and decisions rather than pushing for what they want to achieve in the fiction.
And as I said before, this brings us back to resolving conflicts of interest in one of three ways:
- Pure puzzle-solving, where the challenge is to figure out the NPC’s personality keys and push the right buttons—without any real active opposition, just a mechanical or fiat time limit ("Patience") or other constraints.
- Role-playing it out, where we talk until one of us decides we’ve had enough and concedes, or until someone exerts situational authority to force an outcome—which could very well be leaving the conflict unresolved, subtly implying that the initiator doesn’t actually get what they wanted.
- GM as the arbiter of aesthetic and creative judgment, where the GM ultimately decides whether the PC’s approach satisfies their personal sense of what feels right for the fiction and rules accordingly. The problem here is that it effectively makes the GM the final authority on what is convincing or earned in the fiction, rather than letting the process of play and its instrumentation carry that weight. This risks creating an implicit approval/disapproval dynamic, where the players’ ability to succeed depends not just on the internal logic of the game world but on the GM’s taste and narrative instincts, which are inherently subjective, SPECIALLY so in the context of NPC Deception/Persuasion.
I’m open to hearing other alternatives, but I think these are the natural results of that approach. Certainly the ones I'm familiar with having had personal experience with all three.
Are any of these inherently
not fun or
wrong? No, I’m not prepared to argue that.
Looking at number three, perhaps the most controversial one: Is it
wrong for players to enjoy letting the GM act as an arbiter of what feels right for the fiction, if the game ends up being fun and everyone is having a good time?
Like, who am I to say that that's wrong? But I do think it’s worth acknowledging the trade-offs involved.
When the GM takes on the role of arbiter, the flow of play becomes subtly dependent on their personal sense of narrative satisfaction. This isn’t necessarily
bad, but it does mean that what “feels right” is ultimately filtered through one person’s instincts rather than emerging from the shared structures of play. This can lead to moments where players find themselves
intuiting or negotiating
what the GM wants more than engaging directly with the fiction on its own terms.
More importantly, in the specific context of NPC deception and persuasion, this approach risks making social interactions feel less like a structured game space and more like an appeal to the GM’s sensibilities—what
they find convincing, what
they think the NPC would buy, what
they deem a sufficiently clever or compelling argument. At worst, this can blur the line between character logic and GM fiat, making it unclear whether success was due to in-fiction dynamics or simply because the GM found it aesthetically satisfying.
So while I wouldn’t call it
wrong, I do think it’s fair to ask: is that really the kind of game you
want to be playing? And, more importantly, does everyone at the table
know that this is what’s happening? Because if they don’t, that’s where real problems can start to emerge.