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General Tabletop Discussion
*TTRPGs General
NPC Deception/Persuasion and player agency
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<blockquote data-quote="payn" data-source="post: 9541735" data-attributes="member: 90374"><p>Sure, there are certainly games like that. I know folks may not like that becasue player agency is temporarily curbed to serve the ruleset and that isnt appreciated. What im discussing is more an expectation of player/NPC behavior based on the results of skill checks. Mind you, ive mentioned being deceived doesnt mean forced behavior outcome. Just that a player/character operating on knowledge or confirmation of info the player's character doesnt have, isnt something<em> I </em>appreciate. </p><p></p><p>For example, PCs are deceived by a conman posing as a tax collector. He convincingly presents forged papers indicating the PCs owe tax payment immediately via skill checks. Players are free to engage in any number of ways. Though, they should operate under the impression there could be some consequence if they dont pay. Further interaction is needed to disprove the ruse becasue at the moment they cant. The players can pay now and follow up, or they can refuse to pay and follow up under the threat of the fine escalating into a crime. I dont force them to act. Though, if they refuse indicating that the player knows the character will face no consequences, or decide to have the PC kill the NPC so they cant attempt this again, that seems out of character to me. </p><p></p><p>What folks might be thinking is the NPC bluffs the PCs into thinking they owe the tax, and have no other action choice but to pay it. This is often how its viewed from the other angle of a PC deceiving an NPC and forcing them to act as they indicate. My position is that the social skills do not work that way at my table for PC or NPC. That a successful ruse is usually a combination of checks, intentions, investigation, etc.. More like a scene than a single binary result. YMMV.</p></blockquote><p></p>
[QUOTE="payn, post: 9541735, member: 90374"] Sure, there are certainly games like that. I know folks may not like that becasue player agency is temporarily curbed to serve the ruleset and that isnt appreciated. What im discussing is more an expectation of player/NPC behavior based on the results of skill checks. Mind you, ive mentioned being deceived doesnt mean forced behavior outcome. Just that a player/character operating on knowledge or confirmation of info the player's character doesnt have, isnt something[I] I [/I]appreciate. For example, PCs are deceived by a conman posing as a tax collector. He convincingly presents forged papers indicating the PCs owe tax payment immediately via skill checks. Players are free to engage in any number of ways. Though, they should operate under the impression there could be some consequence if they dont pay. Further interaction is needed to disprove the ruse becasue at the moment they cant. The players can pay now and follow up, or they can refuse to pay and follow up under the threat of the fine escalating into a crime. I dont force them to act. Though, if they refuse indicating that the player knows the character will face no consequences, or decide to have the PC kill the NPC so they cant attempt this again, that seems out of character to me. What folks might be thinking is the NPC bluffs the PCs into thinking they owe the tax, and have no other action choice but to pay it. This is often how its viewed from the other angle of a PC deceiving an NPC and forcing them to act as they indicate. My position is that the social skills do not work that way at my table for PC or NPC. That a successful ruse is usually a combination of checks, intentions, investigation, etc.. More like a scene than a single binary result. YMMV. [/QUOTE]
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