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NPC Deception/Persuasion and player agency
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<blockquote data-quote="Campbell" data-source="post: 9562238" data-attributes="member: 16586"><p>In literally every instance of play where the spotlight is on a given character in games like Apocalypse World, Monsterhearts, Vampire - The Requiem Second Edition, Legend of the Five Rings Fifth Edition, insert game with binding social mechanics players are making decisions about what their character believes, what their aims are and what course of action they will pursue. It's simply done under a set of established constraints based on established fiction and complications that occur through the course of play. You might not like those constraints or see the value in them, but it is disingenuous to say that players are not making decisions for their characters when that's what they are doing in almost every instance.</p><p></p><p>Another note: in every case I can think of games where there are some sort of binding social mechanics or mechanics that influence thoughts and feelings the impact of these things are not random. Random rolls to determine if something occurs are part of it, but we either talking about defined effects or complications that are determined by the judgement of the GM based on the fictional situation. You're losing a conflict or failing a check where something fictionally relevant impacts your character. No one is rolling on a random mood chart unless you are playing a 5e Eladrin.</p></blockquote><p></p>
[QUOTE="Campbell, post: 9562238, member: 16586"] In literally every instance of play where the spotlight is on a given character in games like Apocalypse World, Monsterhearts, Vampire - The Requiem Second Edition, Legend of the Five Rings Fifth Edition, insert game with binding social mechanics players are making decisions about what their character believes, what their aims are and what course of action they will pursue. It's simply done under a set of established constraints based on established fiction and complications that occur through the course of play. You might not like those constraints or see the value in them, but it is disingenuous to say that players are not making decisions for their characters when that's what they are doing in almost every instance. Another note: in every case I can think of games where there are some sort of binding social mechanics or mechanics that influence thoughts and feelings the impact of these things are not random. Random rolls to determine if something occurs are part of it, but we either talking about defined effects or complications that are determined by the judgement of the GM based on the fictional situation. You're losing a conflict or failing a check where something fictionally relevant impacts your character. No one is rolling on a random mood chart unless you are playing a 5e Eladrin. [/QUOTE]
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