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General Tabletop Discussion
*TTRPGs General
NPC Deception/Persuasion and player agency
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 9540597" data-attributes="member: 710"><p>I guess this can be difficult. A guideline is - if the outcome is not in doubt, don't roll. But sometimes you only realize that it isn't really in doubt after you already rolled, because you didn't think of it immediately or realize that the players are just too skeptical of the situation or NPC. I guess in such cases you can just shrug and keep it with a "he sounds sincere and honest."</p><p></p><p>But in some cases, maybe you can inspire doubt in the players. Like, if they distrust him by default but he successfully deceives them, give them some misleading clue? Something that, if they follow up, gives the NPC an advantage or a way out, even if it is not exactly what they wanted. If it makes sense.</p><p></p><p>Example:</p><p>The distrusted NPC feigns innocence of a crime he actually commited. "If he's lying, he might be trying to save the real culprit." Now the players might look into other culprits, or offer the NPC some kind of deal, and the NPC can use that to send them after someone else, distract them or whatever. </p><p></p><p>The distrusted NPC is sending them to a location to lure them into a trap. "He's sending you there on a merry goose chase, better stick close to him." The NPC doesn't get what he wants exactly, but maybe he can set up a different trap. </p><p></p><p>The distrusted NPC is sending them to a location for a merry goose chase so he can do whatever. "He might be sending you to a trap." There is a decent chance player characters will actually enter a known trap, well-prepared and hoping to uncover new evidence or catch some of the NPCs allies in the act, anything to prove his true plans, motivations or actions.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 9540597, member: 710"] I guess this can be difficult. A guideline is - if the outcome is not in doubt, don't roll. But sometimes you only realize that it isn't really in doubt after you already rolled, because you didn't think of it immediately or realize that the players are just too skeptical of the situation or NPC. I guess in such cases you can just shrug and keep it with a "he sounds sincere and honest." But in some cases, maybe you can inspire doubt in the players. Like, if they distrust him by default but he successfully deceives them, give them some misleading clue? Something that, if they follow up, gives the NPC an advantage or a way out, even if it is not exactly what they wanted. If it makes sense. Example: The distrusted NPC feigns innocence of a crime he actually commited. "If he's lying, he might be trying to save the real culprit." Now the players might look into other culprits, or offer the NPC some kind of deal, and the NPC can use that to send them after someone else, distract them or whatever. The distrusted NPC is sending them to a location to lure them into a trap. "He's sending you there on a merry goose chase, better stick close to him." The NPC doesn't get what he wants exactly, but maybe he can set up a different trap. The distrusted NPC is sending them to a location for a merry goose chase so he can do whatever. "He might be sending you to a trap." There is a decent chance player characters will actually enter a known trap, well-prepared and hoping to uncover new evidence or catch some of the NPCs allies in the act, anything to prove his true plans, motivations or actions. [/QUOTE]
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