Manbearcat
Legend
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 any 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 two ways:
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.
- 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.
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.
If I were to lay out my own thoughts on the subject matter at-hand (and do so beautifully and fully!), these thoughts above would be them.
So just an actual (prospective) play add-on, I'm going to pull from our 1KA game here to demonstrate. Your PC (an Oda clan Foot Soldier/Castellan who was awarded a stronghold on Iga territory over a ranking samurai who is basically your rival) is going to be "breaking bread" with a neighboring (loosely...days travel from your own castle), elderly samurai from Oda's clan next game. The details of what transpired in our prior session (Iga assassins performing a trial run for ingress/egress in order to actually pull off the hit later...which was foiled by your PC) will certainly feature prominently. However, equally prominently (perhaps more...perhaps less...we'll see how it goes) will be the very controversial bequeathing of your stronghold to a "lowly" foot soldier...and over an actual samurai? Why is stuff like that going to happen within this samurai's court who is hosting you?
* Because you've signaled you're interested in this exact sort of controversy and potential fallout when you built your PC this way (along with your, ever-increasing, Drive of Ambition).
* Because it should make for compelling play and this is the perfect opportunity.
* And, only lastly, because it is trivially coherent for a samurai and his court to see controversy in, and potentially take offense at (or at least be open about social sleights or conspiracy theories!), their rightful place in the caste hierarchy being so morbidly subverted!
But this last bullet point takes a major backseat when compared to the priority of those first two bullet points.
And same goes for the other two PCs in that game.