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NPC Deception/Persuasion and player agency
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9557694" data-attributes="member: 82106"><p>Well, I am not entirely opposed to the point of view that typical RPGs treat extreme casual violence in a pretty light way. So sure, as [USER=7026617]@Thomas Shey[/USER] says, it's likely to be glossed over. And, no doubt if any particular topics come up and someone asserts that's not fun for them, then we should deal with that. I just think the overall premise and genre/tone of a game should be established at the start, along with any obvious red lines.</p><p></p><p>In the case of the post I responded to it was in response to another post in which [USER=42582]@pemerton[/USER] presumably was referencing play that happened in a game of Pendragon, where these sorts of situations are pretty much expected. I'd note that there was no suggestion, one way or the other, as to what sort of details were being described at the table. My comparison to combat is intended to point out that, despite substantial mechanics and table time, melee combat is not customarily described in any detail either. If it were, most people would be utterly revolted. </p><p></p><p>Again, this may be a double standard, but that doesn't really change the point of my comment. This is not a game design issue, it's a table issue.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9557694, member: 82106"] Well, I am not entirely opposed to the point of view that typical RPGs treat extreme casual violence in a pretty light way. So sure, as [USER=7026617]@Thomas Shey[/USER] says, it's likely to be glossed over. And, no doubt if any particular topics come up and someone asserts that's not fun for them, then we should deal with that. I just think the overall premise and genre/tone of a game should be established at the start, along with any obvious red lines. In the case of the post I responded to it was in response to another post in which [USER=42582]@pemerton[/USER] presumably was referencing play that happened in a game of Pendragon, where these sorts of situations are pretty much expected. I'd note that there was no suggestion, one way or the other, as to what sort of details were being described at the table. My comparison to combat is intended to point out that, despite substantial mechanics and table time, melee combat is not customarily described in any detail either. If it were, most people would be utterly revolted. Again, this may be a double standard, but that doesn't really change the point of my comment. This is not a game design issue, it's a table issue. [/QUOTE]
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