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General Tabletop Discussion
*TTRPGs General
How do you handle politics, intrigue and socializing in your TABLETOP games?
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<blockquote data-quote="Ketherian" data-source="post: 6120707" data-attributes="member: 19595"><p>It depends on the players and what they want.</p><p></p><p>If they don't want to deal with politics directly, an NPC steps forth as a benefactor/protector and they strike a deal. There are usually several NPCs to choose from to fill this position, all with their own motivators and desires. If they want to deal with politics, I typically still recommend a "guide" of sorts at lower levels; someone who will protect them until they get the hang of it.</p><p></p><p>Intrigue is a must. I play it straight up with NPCs appearing sincere and some are even honest; helping the players who miss something by letting them use the appropriate game mechanic as I deem it necessary (In HarnMaster - memory checks, oratory and rhetoric skill checks, and the like). So, if a player asks me straight out if the NPC in question is lying, I roll against their character's stat or skill (as appropriate) and answer accordingly. If they're confused or conflicted, I suggest (as a GM) that they seek out the advice of those they trust.</p><p></p><p>As a GM I always try to approach every scene to help the party. My NPCs might be out to screw them out of everything they own, but I never am. </p><p></p><p>Socializing is also a must. I've tried running games where the party had little or no ties to the community, and I didn't like any of them. So I ask the players to assure their characters have favorites, dependents, family, etc. People they can trust, people they can rely on, and people that they love. By tying the party to a place and a group of disparate people, it keeps everyone honest. </p><p></p><p>The mechanic for socializing with strangers is a bit odd in Harn, but done behind a screen by a GM. It's similar to the mechanic for hirelings in that it results in a "loyalty" score. The more loyal an NPC, the less likely they will betray you. </p><p></p><p>And since I'm out to help the party, it's pretty rare my NPCs mess with the party's families. BTW - the party's families are rarely helpless minions themselves, and have their own benefactors and protectors as well as enemies and allies. So, we're back to politics again. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Ketherian, post: 6120707, member: 19595"] It depends on the players and what they want. If they don't want to deal with politics directly, an NPC steps forth as a benefactor/protector and they strike a deal. There are usually several NPCs to choose from to fill this position, all with their own motivators and desires. If they want to deal with politics, I typically still recommend a "guide" of sorts at lower levels; someone who will protect them until they get the hang of it. Intrigue is a must. I play it straight up with NPCs appearing sincere and some are even honest; helping the players who miss something by letting them use the appropriate game mechanic as I deem it necessary (In HarnMaster - memory checks, oratory and rhetoric skill checks, and the like). So, if a player asks me straight out if the NPC in question is lying, I roll against their character's stat or skill (as appropriate) and answer accordingly. If they're confused or conflicted, I suggest (as a GM) that they seek out the advice of those they trust. As a GM I always try to approach every scene to help the party. My NPCs might be out to screw them out of everything they own, but I never am. Socializing is also a must. I've tried running games where the party had little or no ties to the community, and I didn't like any of them. So I ask the players to assure their characters have favorites, dependents, family, etc. People they can trust, people they can rely on, and people that they love. By tying the party to a place and a group of disparate people, it keeps everyone honest. The mechanic for socializing with strangers is a bit odd in Harn, but done behind a screen by a GM. It's similar to the mechanic for hirelings in that it results in a "loyalty" score. The more loyal an NPC, the less likely they will betray you. And since I'm out to help the party, it's pretty rare my NPCs mess with the party's families. BTW - the party's families are rarely helpless minions themselves, and have their own benefactors and protectors as well as enemies and allies. So, we're back to politics again. :D [/QUOTE]
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How do you handle politics, intrigue and socializing in your TABLETOP games?
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