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NPC Deception/Persuasion and player agency
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<blockquote data-quote="Celebrim" data-source="post: 9560586" data-attributes="member: 4937"><p>Agreed, but the GM also "fudged out". </p><p></p><p>It's the GM's responsibility to tell a good story and make events that happen within it believable. If it's not remotely believable for the PC to fall for the NPC just because the GM rolled or otherwise compelled that result, why should the play not play the same game the GM is playing?</p><p></p><p>A roll for a social challenge can never create in itself a transcript of play. Rolling seduction for the NPC and then saying, "You are now madly in love with the NPC" never creates the circumstances or conversation which if written down in a novel or otherwise turned into a different form of story-telling media causes the audiences to understand why it happened and believe it. </p><p></p><p>At least in this case the player tried to provide that transcript to justify the story moment. If anything, they "fudged out" less hard than the GM did.</p><p></p><p>As a GM, if I want the player character to fall for an NPC, I try my darndest to make a character that could be someone's literary crush and try my best to suggest a relationship which an audience would "ship". And if my player isn't interested in that, well then they aren't interested for whatever reason.</p><p></p><p>If you want players to hold NPCs as having value, or provoke hate or love toward NPCs, make good NPCs.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9560586, member: 4937"] Agreed, but the GM also "fudged out". It's the GM's responsibility to tell a good story and make events that happen within it believable. If it's not remotely believable for the PC to fall for the NPC just because the GM rolled or otherwise compelled that result, why should the play not play the same game the GM is playing? A roll for a social challenge can never create in itself a transcript of play. Rolling seduction for the NPC and then saying, "You are now madly in love with the NPC" never creates the circumstances or conversation which if written down in a novel or otherwise turned into a different form of story-telling media causes the audiences to understand why it happened and believe it. At least in this case the player tried to provide that transcript to justify the story moment. If anything, they "fudged out" less hard than the GM did. As a GM, if I want the player character to fall for an NPC, I try my darndest to make a character that could be someone's literary crush and try my best to suggest a relationship which an audience would "ship". And if my player isn't interested in that, well then they aren't interested for whatever reason. If you want players to hold NPCs as having value, or provoke hate or love toward NPCs, make good NPCs. [/QUOTE]
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