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Diplomacy skill and adventure design.
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<blockquote data-quote="Shallown" data-source="post: 3198667" data-attributes="member: 1368"><p>Originally Posted by Shallown</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. </p><p></p><p></p><p>Gizmo33</p><p>I don't know what you mean here. From what I can tell from your examples, there were two problems with diplomacy: 1. it diminished the significance of players RPing their characters 2. the dice roll could lead to unanticipated consequences. Those were the two points I had in mind in my previous post. </p><p></p><p></p><p>My examples where to illustrate possible problems with using the Diplomacy skill. I may have missunderstood the point you were making I am a bit thick headed <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>A failed Diplomacy check wouldn't ruin the game or anything I guess what I am trying to figure out is would putting the modifiers and other information in be worthwhile. Is laying out the encounter as both a skill roll and a straight roleplaying event (or a mix) worth the time or would it make the encounter more difficult to run or influence the GM into subsitituting skills for role playing.</p><p></p><p></p><p></p><p>Gizmo33</p><p>I know you're probably working on stuff that's proprietary, but I suspect I could understand the situation better with some specific examples.</p><p></p><p>No nothing at all proprietary on my end I stole all of it from the SRD and old gamma World stuff. I was just making it for my own use but to actually write it I try to write it at a professional level as practice. I might someday write adventures for the public domain after I hit the lottery <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>So the specific encounter that sprang to mind while I was writing was the Encounter with the Lil Prince who needs the characters aid to free his father, the King. The king has information the PC's could use but is not neccessary to the point of the adventure.</p><p></p><p>As I have it written it is pretty much a straight forward roleplaying encounter unless the PC's for some reason out right attack the Lil. I was wondering while I was working on setting out some knowldege DC's on Lil for the PC's to attempt why I didn't Also have Diplomacy Dc's.</p><p></p><p>I hadn't really thought or setting the encounter up that way. My Intent on writing the Encounter was to show not everything is out to kill you in Gamma world but You can make allies and friends. Now if it didn't work out that way it really wouldn'y affect the actual goal of the PC's</p></blockquote><p></p>
[QUOTE="Shallown, post: 3198667, member: 1368"] Originally Posted by Shallown 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. Gizmo33 I don't know what you mean here. From what I can tell from your examples, there were two problems with diplomacy: 1. it diminished the significance of players RPing their characters 2. the dice roll could lead to unanticipated consequences. Those were the two points I had in mind in my previous post. My examples where to illustrate possible problems with using the Diplomacy skill. I may have missunderstood the point you were making I am a bit thick headed :) A failed Diplomacy check wouldn't ruin the game or anything I guess what I am trying to figure out is would putting the modifiers and other information in be worthwhile. Is laying out the encounter as both a skill roll and a straight roleplaying event (or a mix) worth the time or would it make the encounter more difficult to run or influence the GM into subsitituting skills for role playing. Gizmo33 I know you're probably working on stuff that's proprietary, but I suspect I could understand the situation better with some specific examples. No nothing at all proprietary on my end I stole all of it from the SRD and old gamma World stuff. I was just making it for my own use but to actually write it I try to write it at a professional level as practice. I might someday write adventures for the public domain after I hit the lottery :) So the specific encounter that sprang to mind while I was writing was the Encounter with the Lil Prince who needs the characters aid to free his father, the King. The king has information the PC's could use but is not neccessary to the point of the adventure. As I have it written it is pretty much a straight forward roleplaying encounter unless the PC's for some reason out right attack the Lil. I was wondering while I was working on setting out some knowldege DC's on Lil for the PC's to attempt why I didn't Also have Diplomacy Dc's. I hadn't really thought or setting the encounter up that way. My Intent on writing the Encounter was to show not everything is out to kill you in Gamma world but You can make allies and friends. Now if it didn't work out that way it really wouldn'y affect the actual goal of the PC's [/QUOTE]
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