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Are things like Intimidate/Bluff/Diplomacy too easy?
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<blockquote data-quote="LostSoul" data-source="post: 5604586" data-attributes="member: 386"><p>The challenge in the Bluff instance is in two parts. One: Character build choices, allocating resources to one area of character development over others. Two: Coming up with a plausible bluff.</p><p></p><p>It's the second challenge that evaporates when the player can determine what's plausible and what's not. For me personally, that's the far more interesting challenge.</p><p></p><p></p><p></p><p>Yeah, that's the second challenge that the player has to deal with - figuring out what's plausible and what's not. It's an interesting challenge because it relies on the player interacting with the game world. You can read "game world" as "the GM filter"; that's an accurate description of what's happening at the table between players. The thing is, it's the DM's job to make sure that his filter is what keeps the game world consistent and plausible in order to provide that second challenge to the players.</p><p></p><p>The DM, being human, is never going to be perfect. I think it's easy to be good, though. One of the problems DMs face is that there's a lot of advice that can spoil the filter:</p><p></p><p>"If it's good for your story"</p><p>"If you're not prepped for it"</p><p>"If it's cool"</p><p>etc.</p><p></p><p>Good DM advice can make it far easier to get a good "GM filter" going.</p><p></p><p>I'm only talking about "challenge-based play" in the typical D&D style. Other games are going to work differently.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5604586, member: 386"] The challenge in the Bluff instance is in two parts. One: Character build choices, allocating resources to one area of character development over others. Two: Coming up with a plausible bluff. It's the second challenge that evaporates when the player can determine what's plausible and what's not. For me personally, that's the far more interesting challenge. Yeah, that's the second challenge that the player has to deal with - figuring out what's plausible and what's not. It's an interesting challenge because it relies on the player interacting with the game world. You can read "game world" as "the GM filter"; that's an accurate description of what's happening at the table between players. The thing is, it's the DM's job to make sure that his filter is what keeps the game world consistent and plausible in order to provide that second challenge to the players. The DM, being human, is never going to be perfect. I think it's easy to be good, though. One of the problems DMs face is that there's a lot of advice that can spoil the filter: "If it's good for your story" "If you're not prepped for it" "If it's cool" etc. Good DM advice can make it far easier to get a good "GM filter" going. I'm only talking about "challenge-based play" in the typical D&D style. Other games are going to work differently. [/QUOTE]
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Community
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Are things like Intimidate/Bluff/Diplomacy too easy?
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