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NPC Deception/Persuasion and player agency
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<blockquote data-quote="AnotherGuy" data-source="post: 9562422" data-attributes="member: 7029930"><p>That is fair. There is that element.</p><p></p><p></p><p>DMG Page 259</p><p><em>Most relatively mundane effects impose short-term madness, which lasts for just a few minutes.</em></p><p></p><p></p><p>I kinda explained my reasoning in my reply in post #1333</p><p>If one can work around a friend's limitations for everyone to have fun, one generally does. And if one is willing to work with others for the better of the game, then it works.</p><p></p><p></p><p>I have those types of players too at the table, who lean into their weaknesses. Both rewarding and challenging creatively for the DM.</p><p></p><p></p><p>We on the main roleplay scenes free-form, however the next 1-2 sessions will see much decision making via tactical downtime and a lot of exploration of the social pillar with relationships explored and tested in this final council meeting before the assault on Tiamat.</p><p>I've been looking over the characters' TIBFs and character goals, creatively thinking how they may be applied to earn these XPs and push individual storylines forward.</p><p>I want to use more than just Deception/Persuasion and Insight for this very intense social interaction that is to take place <u>over days</u> within fiction.</p><p>Sanity and Madness (short-term), coupled with others mechanics can elevate the game within the social pillar. It definitely doesn't come at the expense of the free-form play.</p><p></p><p>The GM/table can still handout Advantage on a roll for excellent roleplaying or reward a player in a different way. I'm not removing free-form exchange, I'm just looking to add another layer, have the dice perhaps push the story in directions we never imagined and make the so-called fluff of a character matter.</p><p></p><p>EDIT: I'm looking to explore possible mechanised emotional conditions of various levels during debate, discussion and argument and have the player leverage a character's fluff to earn XP (which is one of our levels of progression).</p></blockquote><p></p>
[QUOTE="AnotherGuy, post: 9562422, member: 7029930"] That is fair. There is that element. DMG Page 259 [I]Most relatively mundane effects impose short-term madness, which lasts for just a few minutes.[/I] I kinda explained my reasoning in my reply in post #1333 If one can work around a friend's limitations for everyone to have fun, one generally does. And if one is willing to work with others for the better of the game, then it works. I have those types of players too at the table, who lean into their weaknesses. Both rewarding and challenging creatively for the DM. We on the main roleplay scenes free-form, however the next 1-2 sessions will see much decision making via tactical downtime and a lot of exploration of the social pillar with relationships explored and tested in this final council meeting before the assault on Tiamat. I've been looking over the characters' TIBFs and character goals, creatively thinking how they may be applied to earn these XPs and push individual storylines forward. I want to use more than just Deception/Persuasion and Insight for this very intense social interaction that is to take place [U]over days[/U] within fiction. Sanity and Madness (short-term), coupled with others mechanics can elevate the game within the social pillar. It definitely doesn't come at the expense of the free-form play. The GM/table can still handout Advantage on a roll for excellent roleplaying or reward a player in a different way. I'm not removing free-form exchange, I'm just looking to add another layer, have the dice perhaps push the story in directions we never imagined and make the so-called fluff of a character matter. EDIT: I'm looking to explore possible mechanised emotional conditions of various levels during debate, discussion and argument and have the player leverage a character's fluff to earn XP (which is one of our levels of progression). [/QUOTE]
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