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If an NPC is telling the truth, what's the Insight DC to know they're telling the truth?
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<blockquote data-quote="5ekyu" data-source="post: 7597878" data-attributes="member: 6919838"><p>I frequently comment that IMO many or most GMs should run a few diceless games. My experience is it helps them get perspective, experiences and techniques that carry over into diced games and may make them better.</p><p></p><p>That has some applicability here.</p><p></p><p>I am sure it's very efficient to have before every check a formal statement of success/fail/stakes and/or negotiation to set those. I am sure it after a while becomes quick. For those who value getting a lot done in a session of preventing any lack of clarity, that's great, I am sure.</p><p></p><p>But, I am also sure that in many cases it risks *becoming* the important part because you are not needing to rely on all that scene description to convey the info, the real info is in the stakes-fu dialog. It's just not as important to create the living and robust scene and depict it in detail when the **actual decisions** will be defined and made in the stakes-fu dialog. </p><p></p><p>In my diceless games, the systems and play taught me to look at the scene, its setup and descriptions as not just atmosphere but as meaningful. In some games, the emphasis is tone and flavor and using scenery for that. In some the scenery spices up things but is mostly just setting. </p><p></p><p>In diceless games, choice is the randomizer and the focus on scenery is its meaningful use to shift the outcome. So, you get used to thinking in terms of how scenery matters to the play, how it can be used, etc and especially in how to convey that sufficiently by description. Its important to make the scene and scenery you describe as "vital" to the outcomes.</p><p></p><p>That followed me into my diced games and so I took how we depict the scene, what the character sees etc as "vital" not just tone or setting. </p><p></p><p>If instead we all know there will be an explicit stakes-fu dialog where the scenery, scene or choices get boiled down to "the actual facts and choices "buy" the numbers" in a stakes negotiation before a choice is ever made, then that descriptive stuff becomes far less critical. It becomes akin to the campaign speech waiting before the actual policy in writing. </p><p></p><p>To me, and my players, i have seen things like that detract from the overall enjoyment more than they add. </p><p></p><p>So we rely on the in-character stuff for the choices, the drama, the expectations and all that scenery and description over more meta-game stakes and solutions.</p><p></p><p>But that us, not for everyone.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7597878, member: 6919838"] I frequently comment that IMO many or most GMs should run a few diceless games. My experience is it helps them get perspective, experiences and techniques that carry over into diced games and may make them better. That has some applicability here. I am sure it's very efficient to have before every check a formal statement of success/fail/stakes and/or negotiation to set those. I am sure it after a while becomes quick. For those who value getting a lot done in a session of preventing any lack of clarity, that's great, I am sure. But, I am also sure that in many cases it risks *becoming* the important part because you are not needing to rely on all that scene description to convey the info, the real info is in the stakes-fu dialog. It's just not as important to create the living and robust scene and depict it in detail when the **actual decisions** will be defined and made in the stakes-fu dialog. In my diceless games, the systems and play taught me to look at the scene, its setup and descriptions as not just atmosphere but as meaningful. In some games, the emphasis is tone and flavor and using scenery for that. In some the scenery spices up things but is mostly just setting. In diceless games, choice is the randomizer and the focus on scenery is its meaningful use to shift the outcome. So, you get used to thinking in terms of how scenery matters to the play, how it can be used, etc and especially in how to convey that sufficiently by description. Its important to make the scene and scenery you describe as "vital" to the outcomes. That followed me into my diced games and so I took how we depict the scene, what the character sees etc as "vital" not just tone or setting. If instead we all know there will be an explicit stakes-fu dialog where the scenery, scene or choices get boiled down to "the actual facts and choices "buy" the numbers" in a stakes negotiation before a choice is ever made, then that descriptive stuff becomes far less critical. It becomes akin to the campaign speech waiting before the actual policy in writing. To me, and my players, i have seen things like that detract from the overall enjoyment more than they add. So we rely on the in-character stuff for the choices, the drama, the expectations and all that scenery and description over more meta-game stakes and solutions. But that us, not for everyone. [/QUOTE]
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If an NPC is telling the truth, what's the Insight DC to know they're telling the truth?
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