buzz
Adventurer
In the quality social conflict systems I've seen, it's never an issue of an NPC forcibly changing a PC's mind about something. It's more about the NPC making an argument that, for whatever reason, the PC, by losing the conflict, is obliged to abide by.ehren37 said:Fix that, and players should be willing to accept their characters can have their attitudes adjusted without their permission the same as they can have their physical status.
That's why stake-setting is so important. A player is never putting their PCs attitude up for stake. They're putting up consequences.
This is what I never liked about D&D's Diplomacy rules. It determines attitude, not whether the NPC actually does what you want them to. Ergo, it is bogus to consider flipping that around on the player ("Your paladin now feels warm and fuzzy about the demon king!").
If Diplomacy was about winning arguments and negotiations, then it would make far more sense, IMO. Then it's absolutely fine for NPCs to work their mojo on the PCs.
And if the players don't want to agree to an NPCs demands? Well, they shouldn't be playing out a negotiation in the first place. They should be drawing steel or walking away.