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How do you handle Insight in your game?
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<blockquote data-quote="TaranTheWanderer" data-source="post: 9573057" data-attributes="member: 15882"><p>I feel it should also be used to tell if someone is charmed, dominated or, otherwise, not acting natural (maybe they're scared because there's a murderer in their closet, holding their kid hostage and they're tryin to 'act normal' - as an example). Obviously, this will be easier if you've interacted with the person before to be able to notice a difference.</p><p></p><p>Also, it can be a good way to figure out what drives a character. So, over a long conversation, you might glean their ideal or bond or whatever. Essentially, if a player is trying to learn more about an npc, you can handwaive an entire conversation that might take place over an hour or evening, and turn it into a skill test to see if they learn anything. This can make it useful for making persuasion checks easier in the future or getting leads.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 9573057, member: 15882"] I feel it should also be used to tell if someone is charmed, dominated or, otherwise, not acting natural (maybe they're scared because there's a murderer in their closet, holding their kid hostage and they're tryin to 'act normal' - as an example). Obviously, this will be easier if you've interacted with the person before to be able to notice a difference. Also, it can be a good way to figure out what drives a character. So, over a long conversation, you might glean their ideal or bond or whatever. Essentially, if a player is trying to learn more about an npc, you can handwaive an entire conversation that might take place over an hour or evening, and turn it into a skill test to see if they learn anything. This can make it useful for making persuasion checks easier in the future or getting leads. [/QUOTE]
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How do you handle Insight in your game?
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