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NPC Deception/Persuasion and player agency
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<blockquote data-quote="Crimson Longinus" data-source="post: 9542508" data-attributes="member: 7025508"><p>I don't see how this would increase verisimilitude.</p><p></p><p></p><p>I have played freeform roleplay in which you do that. I have also been in LARPs where the players hit each other with fake swords, and whether you get hit or hit the enemy depends on the players real-life fencing skills. </p><p></p><p></p><p></p><p>PCs can be tricked or persuaded. Happens all the time. It just happens via the interaction being roleplayed, not because the dice told us so. And like "NPC rolled 25 on the joke roll, now laugh" just isn't the same than the GM playing the NPC as actually funny, it is not same pretending to be tricked than to actually be tricked. </p><p></p><p>And why do we often approach this differently than the fights? Because we can. We can actually do the conversations live, we cannot (outside LARPs) do the fights live. To use the mechnics when it is not needed just seems confused to me.</p><p></p><p>And to me as player my main purpose in the game is to run the mental model of my character and then portray that mental model. To me most jarring and immersion breaking thing possible, is a mechanic telling me my character should do or feel something my mental model says they wouldn't. And more the system has stuff that dictate things over my mental model, less I feel that I as player need to be there. The GM can roll the personality mechanic tables or whatever to see what my character would feel and do, I can go home to do something more intersting.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9542508, member: 7025508"] I don't see how this would increase verisimilitude. I have played freeform roleplay in which you do that. I have also been in LARPs where the players hit each other with fake swords, and whether you get hit or hit the enemy depends on the players real-life fencing skills. PCs can be tricked or persuaded. Happens all the time. It just happens via the interaction being roleplayed, not because the dice told us so. And like "NPC rolled 25 on the joke roll, now laugh" just isn't the same than the GM playing the NPC as actually funny, it is not same pretending to be tricked than to actually be tricked. And why do we often approach this differently than the fights? Because we can. We can actually do the conversations live, we cannot (outside LARPs) do the fights live. To use the mechnics when it is not needed just seems confused to me. And to me as player my main purpose in the game is to run the mental model of my character and then portray that mental model. To me most jarring and immersion breaking thing possible, is a mechanic telling me my character should do or feel something my mental model says they wouldn't. And more the system has stuff that dictate things over my mental model, less I feel that I as player need to be there. The GM can roll the personality mechanic tables or whatever to see what my character would feel and do, I can go home to do something more intersting. [/QUOTE]
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