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NPC Deception/Persuasion and player agency
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<blockquote data-quote="hawkeyefan" data-source="post: 9560271" data-attributes="member: 6785785"><p>Sure… but it’s an answer that doesn’t really tell us much. All it says is that in a game without binding social mechanics, such rules cannot be enforced.</p><p></p><p>A few posts back, I talked about my Stonetop game where the barbarianesque character had to make a roll… a Wisdom roll… to stop raging. If he didn’t stop, he would have done something dangerous or foolish with his son there.</p><p></p><p>How does anyone think that letting the player simply decide is more dramatic than letting the dice have their say?</p><p></p><p>*******</p><p></p><p>Another example from the same session of play… the Judge, a kind of cleric/paladin hybrid who serves as the town’s chronicler and arbiter, is concerned about another PC. That PC is the Seeker, someone in possession of a powerful but potentially dangerous artifact. The midwife, a member of the town council, came to the Judge and shared the same concern. She suggested to the Judge that the artifact be taken away from the Seeker and kept in the Judge’s Vault for safekeeping.</p><p></p><p>I asked the player of the Judge if his character could be convinced that this was a reasonable course of action. He said he could. So we decided to use the Persuade (PC vs. PC) move, even though this involved an NPC. Everyone was on board. He rolled for the NPC, and the result was that his character is convinced it’s a good idea.</p><p></p><p>So now the Judge is on the side of the NPC against one of his fellow PCs. It’s a very interesting dynamic, and one that makes absolute sense in the fiction and based on what we know of the characters.</p><p></p><p>It’s also one that would very rarely come up in a game of D&D or Pathfinder and similar games because few players would opt to “go against the group”, which is something you see strongly promoted as a foundational element of the social contract of play. “Work together” and “no PvP” and similar sentiments come up all the time.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9560271, member: 6785785"] Sure… but it’s an answer that doesn’t really tell us much. All it says is that in a game without binding social mechanics, such rules cannot be enforced. A few posts back, I talked about my Stonetop game where the barbarianesque character had to make a roll… a Wisdom roll… to stop raging. If he didn’t stop, he would have done something dangerous or foolish with his son there. How does anyone think that letting the player simply decide is more dramatic than letting the dice have their say? ******* Another example from the same session of play… the Judge, a kind of cleric/paladin hybrid who serves as the town’s chronicler and arbiter, is concerned about another PC. That PC is the Seeker, someone in possession of a powerful but potentially dangerous artifact. The midwife, a member of the town council, came to the Judge and shared the same concern. She suggested to the Judge that the artifact be taken away from the Seeker and kept in the Judge’s Vault for safekeeping. I asked the player of the Judge if his character could be convinced that this was a reasonable course of action. He said he could. So we decided to use the Persuade (PC vs. PC) move, even though this involved an NPC. Everyone was on board. He rolled for the NPC, and the result was that his character is convinced it’s a good idea. So now the Judge is on the side of the NPC against one of his fellow PCs. It’s a very interesting dynamic, and one that makes absolute sense in the fiction and based on what we know of the characters. It’s also one that would very rarely come up in a game of D&D or Pathfinder and similar games because few players would opt to “go against the group”, which is something you see strongly promoted as a foundational element of the social contract of play. “Work together” and “no PvP” and similar sentiments come up all the time. [/QUOTE]
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