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How to model a party of cinematically charismatic heroes?
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<blockquote data-quote="Wednesday Boy" data-source="post: 7305987" data-attributes="member: 53678"><p>Without a specific example of what you're trying to emulate, I assume you mean how big screen heroes often get a lot of what they want during social interactions. I've seen GMs ask for too many checks which doesn't emulate the flow on the big screen well. A way to better emulate what happens on the big screen is to temper the number of checks you ask for and make sure you only ask for checks when there's a question of whether their attempt could fail or succeed and if success or failure adds to the story. Every falsehood the players tell or every attempt to persuade doesn't need to be scrutinized by the NPCs and verified via a skill check. If the player's goal is reasonable and there's no reason the NPC should be a hindrance, let it succeed and keep the plot moving.</p><p></p><p>If the bags of charisma you're talking about is more like quality interaction and banter between the PCs, I think you're just stuck with what your players bring to the table. (Unless you can get Joss Whedon to start providing players with lines.)</p></blockquote><p></p>
[QUOTE="Wednesday Boy, post: 7305987, member: 53678"] Without a specific example of what you're trying to emulate, I assume you mean how big screen heroes often get a lot of what they want during social interactions. I've seen GMs ask for too many checks which doesn't emulate the flow on the big screen well. A way to better emulate what happens on the big screen is to temper the number of checks you ask for and make sure you only ask for checks when there's a question of whether their attempt could fail or succeed and if success or failure adds to the story. Every falsehood the players tell or every attempt to persuade doesn't need to be scrutinized by the NPCs and verified via a skill check. If the player's goal is reasonable and there's no reason the NPC should be a hindrance, let it succeed and keep the plot moving. If the bags of charisma you're talking about is more like quality interaction and banter between the PCs, I think you're just stuck with what your players bring to the table. (Unless you can get Joss Whedon to start providing players with lines.) [/QUOTE]
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