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NPC Deception/Persuasion and player agency
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<blockquote data-quote="Crimson Longinus" data-source="post: 9565798" data-attributes="member: 7025508"><p>I did not say complex combat rules are better. That's why it is besides the point, as the point was that I don't want social rules as complex as combat rules in games that have complex combat rules! Whether the game actually has complex combat rules or not is irrelevant to this point.</p><p></p><p></p><p></p><p>Assuming that you were actually to portray the situation with sufficient nuance and evocativeness that it would be both immersive and allow different compelling paths, then definitely yes. </p><p></p><p></p><p></p><p>There is no conflict. That you might not beforehand know exactly what your reaction will be, doesn't mean it could be anything. </p><p></p><p></p><p></p><p>I think this pretty much he most boring possible way to do it. "Can I roll a big number on the dice" is not a compelling character moment. Yes, characters need to be put in place where they must make hard choices, where they can learn something of themselves and grow. But you need to actually build those situations, and the character, via the player must genuinely react to them. You're trying to substitute roleplaying with mechanics. To me me this more like random story creation rather than the sort of first person exploration of the character that I prefer.</p><p></p><p></p><p></p><p>Then put the character in such situations, and then the player's mental model of the character will produce the reaction. And sometimes that will be surprising and "bad" one. Again, don't substitute roleplaying with dice.</p><p></p><p></p><p></p><p>Rules are not required to make choices. Not when the situation is nuanced, as well as one that can still be easily intuitively understood. Social situations are such to most people. combat less so. Now I think people with real combat experience could probably run fights in way more freeform way whits it being intuitively comprehensible to them. But most of us do not have such experience. It can still of course be done, but it is understandable why instead many games have a tactical framework that is more compressible to the players and they're allowed to make choice about it.</p><p></p><p></p><p></p><p>I do that too. And LARPs. I think more people should do such ruleless or extremely rules-ligth formats. I think it would help to understand for what sort of things the rules are actually needed for.</p><p></p><p></p><p></p><p>I just cannot see the dice deciding the dramatic personal decisions the character makes as anything else than removal of very fundamental sort of player agency. </p><p></p><p>Look, this is going nowhere. If you and your players like games where the important character decisions are made by the dice rather than the player, go for it. I presume your game is going well and the players are happy, so it obviously is the right approach for the group. But I don't want to play that way, I don't want to make my players to play that way. I want the players to actually make the important decisions for their characters.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9565798, member: 7025508"] I did not say complex combat rules are better. That's why it is besides the point, as the point was that I don't want social rules as complex as combat rules in games that have complex combat rules! Whether the game actually has complex combat rules or not is irrelevant to this point. Assuming that you were actually to portray the situation with sufficient nuance and evocativeness that it would be both immersive and allow different compelling paths, then definitely yes. There is no conflict. That you might not beforehand know exactly what your reaction will be, doesn't mean it could be anything. I think this pretty much he most boring possible way to do it. "Can I roll a big number on the dice" is not a compelling character moment. Yes, characters need to be put in place where they must make hard choices, where they can learn something of themselves and grow. But you need to actually build those situations, and the character, via the player must genuinely react to them. You're trying to substitute roleplaying with mechanics. To me me this more like random story creation rather than the sort of first person exploration of the character that I prefer. Then put the character in such situations, and then the player's mental model of the character will produce the reaction. And sometimes that will be surprising and "bad" one. Again, don't substitute roleplaying with dice. Rules are not required to make choices. Not when the situation is nuanced, as well as one that can still be easily intuitively understood. Social situations are such to most people. combat less so. Now I think people with real combat experience could probably run fights in way more freeform way whits it being intuitively comprehensible to them. But most of us do not have such experience. It can still of course be done, but it is understandable why instead many games have a tactical framework that is more compressible to the players and they're allowed to make choice about it. I do that too. And LARPs. I think more people should do such ruleless or extremely rules-ligth formats. I think it would help to understand for what sort of things the rules are actually needed for. I just cannot see the dice deciding the dramatic personal decisions the character makes as anything else than removal of very fundamental sort of player agency. Look, this is going nowhere. If you and your players like games where the important character decisions are made by the dice rather than the player, go for it. I presume your game is going well and the players are happy, so it obviously is the right approach for the group. But I don't want to play that way, I don't want to make my players to play that way. I want the players to actually make the important decisions for their characters. [/QUOTE]
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