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NPC Deception/Persuasion and player agency
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<blockquote data-quote="pemerton" data-source="post: 9549737" data-attributes="member: 42582"><p>There are two options for resolution of an attempt to talk one's way past a guard: simple, or extended.</p><p></p><p>A simple test would be Manipulator vs Manipulator. A clever con counts as "supplies" for Manipulator, and so would grant +1D (in a context where a pool of 5 or 6 dice is a pretty good-sized pool). If the player is very invested, there are other ways of adding dice to the pool in advance (by spending Persona) and/or rerolling fails (by spending Fate or Persona, provided the PC has a salient Wise).</p><p></p><p>An extended conflict would be a Trickery conflict. This requires the players to script their blind declaration. The con would be a piece of equipment that affects the roll for one or more particular moves (depending on details, it might be a distraction - +1D Manoeuvre - or a prop - +1D Feint; the former is probably better for a wizard, as Manoeuvre is resolved on Lore Master which is a skill a wizard is likely to have).</p><p></p><p>Player cleverness also applies in the scripting of the declaration. The GM is expected to play their NPC in accordance with the NPC's Nature descriptors, Instinct, Traits, etc - and so the players can form conjectures as to how the GM will script, and can then script intelligently in response.</p><p></p><p>When the extended conflict is resolved - because one side's disposition has been reduced to zero - then any compromise has to be determined. At our table, generally I as GM take the first stab at suggesting the comprise, but it has to be agreed to by the players. The degree of compromise depends on the extent to which the winning side's disposition was reduced. The content of the compromise depends upon the details of the fiction, which - in a Trickery conflict - will depend primarily on what was said during the resolution of the conflict. The losing side may get some of what they want; or the winner may incur a cost.</p><p></p><p>For instance, we could imagine the wizard tricking the guard, but becoming Angry because of the time taken and resulting frustration. Or maybe the guard lets them through but accompanies them, or heralds their arrival. The range of possibilities in the sort of scenario you describe is pretty broad!</p></blockquote><p></p>
[QUOTE="pemerton, post: 9549737, member: 42582"] There are two options for resolution of an attempt to talk one's way past a guard: simple, or extended. A simple test would be Manipulator vs Manipulator. A clever con counts as "supplies" for Manipulator, and so would grant +1D (in a context where a pool of 5 or 6 dice is a pretty good-sized pool). If the player is very invested, there are other ways of adding dice to the pool in advance (by spending Persona) and/or rerolling fails (by spending Fate or Persona, provided the PC has a salient Wise). An extended conflict would be a Trickery conflict. This requires the players to script their blind declaration. The con would be a piece of equipment that affects the roll for one or more particular moves (depending on details, it might be a distraction - +1D Manoeuvre - or a prop - +1D Feint; the former is probably better for a wizard, as Manoeuvre is resolved on Lore Master which is a skill a wizard is likely to have). Player cleverness also applies in the scripting of the declaration. The GM is expected to play their NPC in accordance with the NPC's Nature descriptors, Instinct, Traits, etc - and so the players can form conjectures as to how the GM will script, and can then script intelligently in response. When the extended conflict is resolved - because one side's disposition has been reduced to zero - then any compromise has to be determined. At our table, generally I as GM take the first stab at suggesting the comprise, but it has to be agreed to by the players. The degree of compromise depends on the extent to which the winning side's disposition was reduced. The content of the compromise depends upon the details of the fiction, which - in a Trickery conflict - will depend primarily on what was said during the resolution of the conflict. The losing side may get some of what they want; or the winner may incur a cost. For instance, we could imagine the wizard tricking the guard, but becoming Angry because of the time taken and resulting frustration. Or maybe the guard lets them through but accompanies them, or heralds their arrival. The range of possibilities in the sort of scenario you describe is pretty broad! [/QUOTE]
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