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NPC Deception/Persuasion and player agency
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<blockquote data-quote="thefutilist" data-source="post: 9566277" data-attributes="member: 7044566"><p>To give an example of a mechanic that I think does a lot of heavy lifting.</p><p></p><p></p><p>The roll trigger is: When your characters authority is challenged you are overcome with indignant rage. Roll and consult the table below.</p><p></p><p>10: You manage to contain the rage</p><p></p><p>7-9: You have the rage under control for the moment but you must immediately leave or rage out.</p><p></p><p>6-: You rage out. You must express your displeasure in an act of violence.</p><p></p><p></p><p>Then the space we get for the player input is.</p><p></p><p>They decide if a roll is needed in the first place by judging the fiction/making a statement about their characters values.</p><p></p><p>The 7-9 gives a restrictive choice that allows you to express the character values within a narrow range</p><p></p><p>The 6 fail result allows the player to express the precise nature of the act of violence</p><p></p><p></p><p>It's been a productive thread for me because I'm still looking for ways to crack social conflict to my satisfaction and I've got some more tools now.</p><p></p><p>I'd like something along the lines of:</p><p></p><p>on a 7-9 you must give up your indignation or rage out</p><p></p><p>I need to ponder that a lot and play a lot more. Ironically that's way down the line because my next game does have a system where you roll to decide which way a characters priorities go, every-time there is a conflict. Then I want to contrast it with resolution by fiat. I think I'll prefer fiat but I want to get to the bottom of generic social resolution mechanics.</p></blockquote><p></p>
[QUOTE="thefutilist, post: 9566277, member: 7044566"] To give an example of a mechanic that I think does a lot of heavy lifting. The roll trigger is: When your characters authority is challenged you are overcome with indignant rage. Roll and consult the table below. 10: You manage to contain the rage 7-9: You have the rage under control for the moment but you must immediately leave or rage out. 6-: You rage out. You must express your displeasure in an act of violence. Then the space we get for the player input is. They decide if a roll is needed in the first place by judging the fiction/making a statement about their characters values. The 7-9 gives a restrictive choice that allows you to express the character values within a narrow range The 6 fail result allows the player to express the precise nature of the act of violence It's been a productive thread for me because I'm still looking for ways to crack social conflict to my satisfaction and I've got some more tools now. I'd like something along the lines of: on a 7-9 you must give up your indignation or rage out I need to ponder that a lot and play a lot more. Ironically that's way down the line because my next game does have a system where you roll to decide which way a characters priorities go, every-time there is a conflict. Then I want to contrast it with resolution by fiat. I think I'll prefer fiat but I want to get to the bottom of generic social resolution mechanics. [/QUOTE]
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