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NPC Deception/Persuasion and player agency
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<blockquote data-quote="Aldarc" data-source="post: 9543124" data-attributes="member: 5142"><p>I was being a bit tongue-in-cheek, but kind of like [USER=90374]@payn[/USER], I don't particularly find the issue of "the unfair GM" to be persuasive, since the alternative is simply an unfair GM without rules for mediating social interactions. </p><p></p><p></p><p>I think that it's less about protecting any story from "the wrong sort of players" for me, as a lot of the discussion for me is just as often good players with good intentions. That is what I was talking about <a href="https://www.enworld.org/threads/npc-deception-persuasion-and-player-agency.709255/page-23#post-9542525" target="_blank">here</a>. This is why I subsequently said that it's not just jerks who engage in psychological self-deception or post hoc reasoning when it comes to roleplaying their character when it comes to social interaction scenarios. Bad players and good players are all humans, and this is an issue of human psychology. </p><p></p><p>One of the benefits, IME, of having mechanical resolution processes available in play is that I (and others who have made similar comments) don't have to worry as much about roleplaying my character with integrity. Everyone understands and tacitly agrees to this process as part of playing the game. This is how having a system, rules, and mechanics as an intermediary for social interaction can personally be a boon and not a bane for roleplaying my character. I understand that your mileage varies, but this affords me greater creative freedom and not less. Furthermore, the resolution process may push my character in ways that even I didn't foresee or imagine so that I am also surprised by the outcomes.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 9543124, member: 5142"] I was being a bit tongue-in-cheek, but kind of like [USER=90374]@payn[/USER], I don't particularly find the issue of "the unfair GM" to be persuasive, since the alternative is simply an unfair GM without rules for mediating social interactions. I think that it's less about protecting any story from "the wrong sort of players" for me, as a lot of the discussion for me is just as often good players with good intentions. That is what I was talking about [URL='https://www.enworld.org/threads/npc-deception-persuasion-and-player-agency.709255/page-23#post-9542525']here[/URL]. This is why I subsequently said that it's not just jerks who engage in psychological self-deception or post hoc reasoning when it comes to roleplaying their character when it comes to social interaction scenarios. Bad players and good players are all humans, and this is an issue of human psychology. One of the benefits, IME, of having mechanical resolution processes available in play is that I (and others who have made similar comments) don't have to worry as much about roleplaying my character with integrity. Everyone understands and tacitly agrees to this process as part of playing the game. This is how having a system, rules, and mechanics as an intermediary for social interaction can personally be a boon and not a bane for roleplaying my character. I understand that your mileage varies, but this affords me greater creative freedom and not less. Furthermore, the resolution process may push my character in ways that even I didn't foresee or imagine so that I am also surprised by the outcomes. [/QUOTE]
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