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General Tabletop Discussion
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NPC Deception/Persuasion and player agency
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<blockquote data-quote="payn" data-source="post: 9550953" data-attributes="member: 90374"><p>I dont think the choices are constrained at all. I think its examining a situation that occurs that forces a character to react to it. That happens to everyone, nobody has complete omnipotent agency. We are always acting in accordance of what exactly is in front of us. Some of us are comfortable letting go of the wheel and retaking it once the road ahead has been revealed.</p><p></p><p>I think some folks are operating under a few constraints. The first is playing a power fantasy, in which any loss of control must be clearly outlined in a ruleset. This is pretty obvious with all the book throwing that has been going on to prove a preference is correcter than everyone else's'. Also, a lot of strawmanning of skill use on PCs. Notice how every persuasion skill example goes right past influence, charm, and straight to dominance. Magic not only has varying levels of effectiveness, its absolutely ok to temporarily influence agency. Is it mundane vs supernatural? Im not sure, but I think it harkens mostly to tradition. The second is adherence to roles of the game. The GM runs the setting and NPCs, the players control full domain over their characters unless magic. The line is firmly drawn between the roles and maintained by the rules. Some folks are just more comfortable with a blurred line in those repsects. A less traditional approach that doesnt discomfort them to the degree it can others.</p></blockquote><p></p>
[QUOTE="payn, post: 9550953, member: 90374"] I dont think the choices are constrained at all. I think its examining a situation that occurs that forces a character to react to it. That happens to everyone, nobody has complete omnipotent agency. We are always acting in accordance of what exactly is in front of us. Some of us are comfortable letting go of the wheel and retaking it once the road ahead has been revealed. I think some folks are operating under a few constraints. The first is playing a power fantasy, in which any loss of control must be clearly outlined in a ruleset. This is pretty obvious with all the book throwing that has been going on to prove a preference is correcter than everyone else's'. Also, a lot of strawmanning of skill use on PCs. Notice how every persuasion skill example goes right past influence, charm, and straight to dominance. Magic not only has varying levels of effectiveness, its absolutely ok to temporarily influence agency. Is it mundane vs supernatural? Im not sure, but I think it harkens mostly to tradition. The second is adherence to roles of the game. The GM runs the setting and NPCs, the players control full domain over their characters unless magic. The line is firmly drawn between the roles and maintained by the rules. Some folks are just more comfortable with a blurred line in those repsects. A less traditional approach that doesnt discomfort them to the degree it can others. [/QUOTE]
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