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Do your NPCs ever sucker the PCs?
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<blockquote data-quote="ThoughtBubble" data-source="post: 2499050" data-attributes="member: 9723"><p>Less of a bad idea than you may think. I believe that it's one of the factors contributing to this game being one of the best I've run.</p><p></p><p>And no, I'm not running a children's game. Though it does feel like it, on occasion. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>Let's start on some of the reasons. Two of my players have problems seeing NPCs as much more than objects, and often have difficulty assigning motivation to them. The player who does tend to treat NPCs like people is only paying attention to the game about half the time. The remaining player is good about it, but tends to obsess about random details and miss much of the things that seem obvious.</p><p></p><p>Also, I can be pretty manipulative. I can generally out plan, out plot, and prepare for whatever they've got. Being nerds, they can have problems communicating amongst themselves. So the sides are un-balanced there.</p><p></p><p>And frankly, it makes manipulation a lot more fun when they know the truth of what's going on. They're being used, but they're benifiting too. And when someone says something ambiguous, it becomes more of a flag.</p><p></p><p>It also emulates a lot more of books and movies, they rarely say un-true things, just hide information for a while.</p><p></p><p>Finally, it's just not really necessary to the game's feel. Hiding things is easy. It's when they come out that things get interesting.</p><p></p><p>In essence, it just lets us worry about one less thing to get to the parts of the game that everyone can agree on being fun. Besides, do we really need a circumstance where my players feel that I'm just excersizing power over them via manipulation?</p></blockquote><p></p>
[QUOTE="ThoughtBubble, post: 2499050, member: 9723"] Less of a bad idea than you may think. I believe that it's one of the factors contributing to this game being one of the best I've run. And no, I'm not running a children's game. Though it does feel like it, on occasion. :p Let's start on some of the reasons. Two of my players have problems seeing NPCs as much more than objects, and often have difficulty assigning motivation to them. The player who does tend to treat NPCs like people is only paying attention to the game about half the time. The remaining player is good about it, but tends to obsess about random details and miss much of the things that seem obvious. Also, I can be pretty manipulative. I can generally out plan, out plot, and prepare for whatever they've got. Being nerds, they can have problems communicating amongst themselves. So the sides are un-balanced there. And frankly, it makes manipulation a lot more fun when they know the truth of what's going on. They're being used, but they're benifiting too. And when someone says something ambiguous, it becomes more of a flag. It also emulates a lot more of books and movies, they rarely say un-true things, just hide information for a while. Finally, it's just not really necessary to the game's feel. Hiding things is easy. It's when they come out that things get interesting. In essence, it just lets us worry about one less thing to get to the parts of the game that everyone can agree on being fun. Besides, do we really need a circumstance where my players feel that I'm just excersizing power over them via manipulation? [/QUOTE]
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