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Distrusting NPC Issues
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<blockquote data-quote="adwyn" data-source="post: 5672087" data-attributes="member: 14083"><p>Trust has to be earned. Sometimes it's easy, a handshake, smile and socially expected behavior, but when it is not then the foundations must be layed.</p><p></p><p>First, whom do you really want them to trust, you or the NPCs?</p><p></p><p>If it is you then realize it will take time. Start with don't cackle where they can here it. Next have NPCs trust the party, even when it turns out bad for that NPC. Reuse NPCs so they can be seen again and again and friendships built.</p><p></p><p>Next time one of the party does something nice for an NPC, have the NPC spill the beans about being recruited to betray the party. The goal here isn't to make them trust the NPCs, it is to build the players' confidence in your ability to play things fairly.</p><p></p><p>As to trusting the NPCs, have some rogue claim a glamored stone gives him a +10 (couch it in acceptable terms) to Sense Motive. Once he is defeated the players can use it without IDing the item because they already know what it does. It doesn't actually have to work and be forwarned this may spoil any work I previously advised.</p></blockquote><p></p>
[QUOTE="adwyn, post: 5672087, member: 14083"] Trust has to be earned. Sometimes it's easy, a handshake, smile and socially expected behavior, but when it is not then the foundations must be layed. First, whom do you really want them to trust, you or the NPCs? If it is you then realize it will take time. Start with don't cackle where they can here it. Next have NPCs trust the party, even when it turns out bad for that NPC. Reuse NPCs so they can be seen again and again and friendships built. Next time one of the party does something nice for an NPC, have the NPC spill the beans about being recruited to betray the party. The goal here isn't to make them trust the NPCs, it is to build the players' confidence in your ability to play things fairly. As to trusting the NPCs, have some rogue claim a glamored stone gives him a +10 (couch it in acceptable terms) to Sense Motive. Once he is defeated the players can use it without IDing the item because they already know what it does. It doesn't actually have to work and be forwarned this may spoil any work I previously advised. [/QUOTE]
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