Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Diplomacy skill and adventure design.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Shallown" data-source="post: 3198093" data-attributes="member: 1368"><p>Gizmo33</p><p>Yea, that's what happens when you let the players roll dice. They're the bane of story-telling. By "intent" I think you mean "intended result". I wouldn't bother randomizing elements of the adventure that you don't want to be random.</p><p></p><p></p><p>It's not a matter, in my mind, of randomizing the event or element as much as providing an alternate frame work around an encounter that uses the diplomacy skill. I knwo how I run encounters and I don't usually need that frame work But I wondered if it would be useful to others. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Gizmo33</p><p>But if the adventure is linear enough, all of these variables have only one possible outcome, in which case the options for randomizing the outcome really aren't there. I guess the secret to using Diplomacy is to design things so that events can follow more than one path. Reconsider the design that says that "gaining the safe area" is the ONLY way to handle the upcoming tough encounter.</p><p></p><p></p><p>The adventure is not designed as a set path but a number of set encounters. Which way the players head defines what they encounter. It is however difficult (At least for me) to design an adventure that doesn't have some plans for what the PC's would do. Some safety valves to help the players achieve goals. Having the safe area is not required but admittedly does make the encounter easier and also more appealing. </p><p></p><p></p><p></p><p></p><p>Quote:</p><p>Originally Posted by Shallown</p><p>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.</p><p> </p><p>Dave Turner</p><p>These are problems of adventure design and DMing, not the Diplomacy skill. </p><p></p><p>I realize that but there is some limit to what you can put into an adventure so sticking with the most likely outcomes is the only, to me, logical way to write one. I know for some GM's Metagaming is a huge no no but I bend more towards the have fun and put something in front of the players they enjoy and I thinbk Metagaming is a useful tool in accomplishing that goal. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Auraseer</p><p>Thanks for that example. I haven't bought anything Eberron xcept the base book so Hadn't seen that sort of thing yet in an adventure.</p><p></p><p>Thanks for all the useful replies</p><p></p><p>Later</p></blockquote><p></p>
[QUOTE="Shallown, post: 3198093, member: 1368"] Gizmo33 Yea, that's what happens when you let the players roll dice. They're the bane of story-telling. By "intent" I think you mean "intended result". I wouldn't bother randomizing elements of the adventure that you don't want to be random. It's not a matter, in my mind, of randomizing the event or element as much as providing an alternate frame work around an encounter that uses the diplomacy skill. I knwo how I run encounters and I don't usually need that frame work But I wondered if it would be useful to others. :) Gizmo33 But if the adventure is linear enough, all of these variables have only one possible outcome, in which case the options for randomizing the outcome really aren't there. I guess the secret to using Diplomacy is to design things so that events can follow more than one path. Reconsider the design that says that "gaining the safe area" is the ONLY way to handle the upcoming tough encounter. The adventure is not designed as a set path but a number of set encounters. Which way the players head defines what they encounter. It is however difficult (At least for me) to design an adventure that doesn't have some plans for what the PC's would do. Some safety valves to help the players achieve goals. Having the safe area is not required but admittedly does make the encounter easier and also more appealing. Quote: Originally Posted by Shallown 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. Dave Turner These are problems of adventure design and DMing, not the Diplomacy skill. I realize that but there is some limit to what you can put into an adventure so sticking with the most likely outcomes is the only, to me, logical way to write one. I know for some GM's Metagaming is a huge no no but I bend more towards the have fun and put something in front of the players they enjoy and I thinbk Metagaming is a useful tool in accomplishing that goal. :) Auraseer Thanks for that example. I haven't bought anything Eberron xcept the base book so Hadn't seen that sort of thing yet in an adventure. Thanks for all the useful replies Later [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Diplomacy skill and adventure design.
Top