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General Tabletop Discussion
*TTRPGs General
NPC Deception/Persuasion and player agency
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<blockquote data-quote="uzirath" data-source="post: 9562703" data-attributes="member: 8495"><p>I think there can be a middle path here. In GURPS, for example, you choose Advantages and Disadvantages that have mechanical impact. So if you want to be basically fearless, you can be Unfazeable. But if you still want to be afraid of snakes, you might have a Phobia, etc. For specific weaknesses, you can also decide the level of severity and you can modify this as your character develops. So, for example, I might start as a character with Bad Temper which I can resist on a roll of 9 or less. This means that when provoked, I usually lose my temper. In play, you can always choose to lose your temper. After some adventures, I can spend some earned XP to change the 9 to a 12. Now I have better control of my temper. I could even go up to 15 (nearly always resist). After that, you would buy off the disadvantage, or perhaps downgrade it to a minor quirk ("Crabby.") </p><p></p><p>I like the ability to define my character in broad strokes (setting the odds) but then let the dice dictate the specifics during tense situations. </p><p></p><p></p><p></p><p>For this I've seen people use meta-currency like Fate Points or the like that allow you to override a bad roll. Fits into the resource management mini-game that many RPGs feature. </p><p></p><p>One issue I have when things are completely freeform is that players (including me) tend to lean into their character's flaws when the stakes are low. The characters become much more virtuous/efficient/optimal as the stakes go up. I like the idea of my character doing occasionally doing something sub-optimal when it <em>really</em> matters, not just during the tavern roleplaying scenes.</p></blockquote><p></p>
[QUOTE="uzirath, post: 9562703, member: 8495"] I think there can be a middle path here. In GURPS, for example, you choose Advantages and Disadvantages that have mechanical impact. So if you want to be basically fearless, you can be Unfazeable. But if you still want to be afraid of snakes, you might have a Phobia, etc. For specific weaknesses, you can also decide the level of severity and you can modify this as your character develops. So, for example, I might start as a character with Bad Temper which I can resist on a roll of 9 or less. This means that when provoked, I usually lose my temper. In play, you can always choose to lose your temper. After some adventures, I can spend some earned XP to change the 9 to a 12. Now I have better control of my temper. I could even go up to 15 (nearly always resist). After that, you would buy off the disadvantage, or perhaps downgrade it to a minor quirk ("Crabby.") I like the ability to define my character in broad strokes (setting the odds) but then let the dice dictate the specifics during tense situations. For this I've seen people use meta-currency like Fate Points or the like that allow you to override a bad roll. Fits into the resource management mini-game that many RPGs feature. One issue I have when things are completely freeform is that players (including me) tend to lean into their character's flaws when the stakes are low. The characters become much more virtuous/efficient/optimal as the stakes go up. I like the idea of my character doing occasionally doing something sub-optimal when it [I]really[/I] matters, not just during the tavern roleplaying scenes. [/QUOTE]
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