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Mayhem in the Shrine of the Kuo-Toa
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<blockquote data-quote="Blackbrrd" data-source="post: 6238546" data-attributes="member: 63962"><p>I haven't run that module, but the way you went about it really reminds me of may last session that was packed full of role-playing combined with skill checks, and players coming up with fun ideas.</p><p></p><p>I do run intimidate/diplomacy/bluff quite similar to how diplomacy is described in this article: <a href="http://www.giantitp.com/forums/showpost.php?p=9606632&postcount=2" target="_blank">http://www.giantitp.com/forums/showpost.php?p=9606632&postcount=2</a> I think it works out very well, since it among other things allows for "retries" if the roll isn't too bad and the players can come up with a reason for it, for instance coming up with a better deal, a worse threat, or a better bluff. </p><p></p><p>For me, I think the important part of making social skills work in an RPG is to make it pretty important to not just let the players roll the dice, but either role play the situation (preferred) or have them explain how their character tries to convince the NPC. It makes it a bit harder to play a social skilled character, but to me, it's worth it for how much better the sessions run.</p></blockquote><p></p>
[QUOTE="Blackbrrd, post: 6238546, member: 63962"] I haven't run that module, but the way you went about it really reminds me of may last session that was packed full of role-playing combined with skill checks, and players coming up with fun ideas. I do run intimidate/diplomacy/bluff quite similar to how diplomacy is described in this article: [url]http://www.giantitp.com/forums/showpost.php?p=9606632&postcount=2[/url] I think it works out very well, since it among other things allows for "retries" if the roll isn't too bad and the players can come up with a reason for it, for instance coming up with a better deal, a worse threat, or a better bluff. For me, I think the important part of making social skills work in an RPG is to make it pretty important to not just let the players roll the dice, but either role play the situation (preferred) or have them explain how their character tries to convince the NPC. It makes it a bit harder to play a social skilled character, but to me, it's worth it for how much better the sessions run. [/QUOTE]
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