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General Tabletop Discussion
*TTRPGs General
NPC Deception/Persuasion and player agency
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<blockquote data-quote="aco175" data-source="post: 9539418" data-attributes="member: 27385"><p>Placing a spy into the PCs group of allies is both easy and hard. If you push too hard, the players are all waiting for the NPC to turn on them and know something is coming. They may play along and just wait or push back and push him out of the circle of trust. You can introduce several NPCs and later see what one the players gravitate to and like. Then, make that one the spy. </p><p></p><p>Along the way the NPC will come and go to make plans or something and you have him 'go buy supplies' or such and one player will become suspicious and think something is up. You come up with an excuse and the players does not buy it, so you have the PC make an Insight check vs Deception. In reality, you do not even need to do this since the player already thinks something is up- the player and thus the PC believe the NPC is lying so no roll is needed. The insight roll is the allow the Player to act on something through the PC, but the deception roll is to keep the player guessing. </p><p></p><p>Things also work if there are a couple NPCs to spread around actions that make the players think something is up. the NPCs come and go on personal trips and some come back acting different but have excuses such as someone died or there was a fire. </p><p></p><p>Have the actual spy save one of the PC's lives and almost die. Maybe charge in to attack the monster so the PCs can pull back. If he drops below 0hp then better. the PCs will likely save him and then trust him more. It will not be a big deal to bring in some more allies, who happen to be thugs loyal to the NPC, or follow his clue he overheard in town leading to a trap, I mean 'shortcut'.</p></blockquote><p></p>
[QUOTE="aco175, post: 9539418, member: 27385"] Placing a spy into the PCs group of allies is both easy and hard. If you push too hard, the players are all waiting for the NPC to turn on them and know something is coming. They may play along and just wait or push back and push him out of the circle of trust. You can introduce several NPCs and later see what one the players gravitate to and like. Then, make that one the spy. Along the way the NPC will come and go to make plans or something and you have him 'go buy supplies' or such and one player will become suspicious and think something is up. You come up with an excuse and the players does not buy it, so you have the PC make an Insight check vs Deception. In reality, you do not even need to do this since the player already thinks something is up- the player and thus the PC believe the NPC is lying so no roll is needed. The insight roll is the allow the Player to act on something through the PC, but the deception roll is to keep the player guessing. Things also work if there are a couple NPCs to spread around actions that make the players think something is up. the NPCs come and go on personal trips and some come back acting different but have excuses such as someone died or there was a fire. Have the actual spy save one of the PC's lives and almost die. Maybe charge in to attack the monster so the PCs can pull back. If he drops below 0hp then better. the PCs will likely save him and then trust him more. It will not be a big deal to bring in some more allies, who happen to be thugs loyal to the NPC, or follow his clue he overheard in town leading to a trap, I mean 'shortcut'. [/QUOTE]
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