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NPC Deception/Persuasion and player agency
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<blockquote data-quote="Maxperson" data-source="post: 9562179" data-attributes="member: 23751"><p>Not quite. While insight is mental, it's not guaranteed. That said, I often as a player decide if my PC divines some insight from the actions and words of an NPC without any roll at all. I can be right or wrong, just like a roll. When I do roll for insight, it's more often an attempt to confirm my thoughts than to come up with new information.</p><p></p><p>I say mental, because I decide what my character thinks and believes, not the dice, and those things are mental.</p><p></p><p>Madness and Sanity mechanics involve the supernatural. They aren't a bear in the woods.</p><p></p><p>Why would you play with a player like that? I don't. If someone is at my game to just game the system and not really roleplay out a PC with personality and character, they should find a different game to play in. My game is not the one for them.</p><p></p><p>One of my players had a character who had a serious phobia of the undead. He was terrified of them when they showed up, often running or hiding. Sometimes he would overcome it a bit after a few rounds and try something long distance. When an undead that caused fear showed up and he was asked to roll a save for his character he said, "No. I fail that roll automatically. There's no way I could overcome supernatural fear in my state." So he ran his behind off for the duration of the fear.</p><p></p><p>I'm not sure if it plays out like that, or if you've just organized it for understanding, but if it plays out like that, I'd hate it. I like my social encounters to be smoother than that. I want to roleplay back and forth, occasionally stopping to roll some check or other and then the social encounter moves on from there with the direction dependent on what the result of that check was. </p><p></p><p>I'd hate to have to stop and figure out what the PC will do, what the NPC will do, and what the stakes are before starting to roleplay.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 9562179, member: 23751"] Not quite. While insight is mental, it's not guaranteed. That said, I often as a player decide if my PC divines some insight from the actions and words of an NPC without any roll at all. I can be right or wrong, just like a roll. When I do roll for insight, it's more often an attempt to confirm my thoughts than to come up with new information. I say mental, because I decide what my character thinks and believes, not the dice, and those things are mental. Madness and Sanity mechanics involve the supernatural. They aren't a bear in the woods. Why would you play with a player like that? I don't. If someone is at my game to just game the system and not really roleplay out a PC with personality and character, they should find a different game to play in. My game is not the one for them. One of my players had a character who had a serious phobia of the undead. He was terrified of them when they showed up, often running or hiding. Sometimes he would overcome it a bit after a few rounds and try something long distance. When an undead that caused fear showed up and he was asked to roll a save for his character he said, "No. I fail that roll automatically. There's no way I could overcome supernatural fear in my state." So he ran his behind off for the duration of the fear. I'm not sure if it plays out like that, or if you've just organized it for understanding, but if it plays out like that, I'd hate it. I like my social encounters to be smoother than that. I want to roleplay back and forth, occasionally stopping to roll some check or other and then the social encounter moves on from there with the direction dependent on what the result of that check was. I'd hate to have to stop and figure out what the PC will do, what the NPC will do, and what the stakes are before starting to roleplay. [/QUOTE]
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