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NPC Deception/Persuasion and player agency
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<blockquote data-quote="hawkeyefan" data-source="post: 9565551" data-attributes="member: 6785785"><p>No? Okay. I seem to recall a prior conversation about social mechanics where you had said something very much like that. </p><p></p><p>Perhaps I’m misremembering. </p><p></p><p></p><p></p><p>Is it a risk if you choose it? This is my point. </p><p></p><p>Again… let’s look to combat in D&D. What makes it risky? </p><p></p><p>If there was an RPG whose combat resolution was “the player decides what happens” would you consider combat in that game to be as risky as it is in D&D? </p><p></p><p></p><p></p><p>Thinking about the character and what they’re facing equals zero immersion to you? That makes no sense… that’s all you can do. </p><p></p><p></p><p></p><p>Because I think it’s different to learn something than it is to decide something. </p><p></p><p></p><p></p><p>For me, the means of arriving there is a significant part of the process, and why I view them so differently. </p><p></p><p></p><p></p><p>So you’re never immersed during combat when you play D&D? Never felt the tension when you have 4 hit points left and the cleric’s out of spells, and the wizard’s failed his second death save, and everything’s about to go wrong… and then the last remaining enemy attacks you… and you know if he hits, it’s over. And the GM rolls the die… </p><p></p><p>And you what? Feel nothing? </p><p></p><p></p><p></p><p>When people are struggling to control something like that, would you describe what they’re doing as simply making a choice? </p><p></p><p></p><p></p><p>But that’s not what you’re doing. You’re not actually experiencing the things. You may be trying to imagine what it’s like and to imagine yourself as the character and so forth… but no matter how far you may go with that, there is still some distance involved. And, to me, that distance makes a huge difference.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9565551, member: 6785785"] No? Okay. I seem to recall a prior conversation about social mechanics where you had said something very much like that. Perhaps I’m misremembering. Is it a risk if you choose it? This is my point. Again… let’s look to combat in D&D. What makes it risky? If there was an RPG whose combat resolution was “the player decides what happens” would you consider combat in that game to be as risky as it is in D&D? Thinking about the character and what they’re facing equals zero immersion to you? That makes no sense… that’s all you can do. Because I think it’s different to learn something than it is to decide something. For me, the means of arriving there is a significant part of the process, and why I view them so differently. So you’re never immersed during combat when you play D&D? Never felt the tension when you have 4 hit points left and the cleric’s out of spells, and the wizard’s failed his second death save, and everything’s about to go wrong… and then the last remaining enemy attacks you… and you know if he hits, it’s over. And the GM rolls the die… And you what? Feel nothing? When people are struggling to control something like that, would you describe what they’re doing as simply making a choice? But that’s not what you’re doing. You’re not actually experiencing the things. You may be trying to imagine what it’s like and to imagine yourself as the character and so forth… but no matter how far you may go with that, there is still some distance involved. And, to me, that distance makes a huge difference. [/QUOTE]
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