Diplomacy skill and adventure design.

Shallown said:
I had a question on the inclusion of the Diplomacy skill while writing an adventure.

Background:
I have thrown together a D20 Gamma World using the SRD for 3.5. I am writing a Mini beginning campaign to illustrate how the system works and because I wanted to. J .

So as part of this I was including skill use of know ledges and such when I realized all of the encounters designed mainly for role-playing and interaction didn’t include notes for use of diplomacy skill. I am caught between including the skill information or not.

Pros that I can see
It shows how Diplomacy works in the game as a skill by illustrating modifiers and starting attitudes.
It allows characters who invested in the skill to see a return on that investment.

Cons
May encourage more Roll playing versus Role playing .
Could, on a bad roll, alter the intent of the encounter, which may be to introduce a meta game idea such as rest area / safe place for a future tough encounter; or a source of information to help guide the characters.

I know I could lay it however I wished but what

For using Diplomacy in the game, first I use Rich Burlew's system. At this point, the only notes you need are how the NPC feels about the PCs and what sort of deal the PCs offer (in order to get what they want).

IMO this system encourages RPing; instead of just trying to befriend someone, the PC has to propose a deal. Sometimes they'll even do research to find out what would be a good thing to propose to that particular NPC, instead of just flashing gold.

Diplomacy is supposed to "alter encounter intent". If making a good Diplomacy roll gets you a safe house for the night, great. Let the Diplomatician know that (even if they were intended to do so). If they didn't, whoops. Maybe after they get beat up they'll see Diplomacy as more valuable.
 

log in or register to remove this ad

Remove ads

Top