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NPC Deception/Persuasion and player agency
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<blockquote data-quote="Crimson Longinus" data-source="post: 9568883" data-attributes="member: 7025508"><p>You are completely ignoring my point. Whilst it is possible that what [USER=7036985]@andreszarta[/USER] suggests happens, there is no need to assume that it always or even usually does. In real world there are no rules or GM fiat to end arguments, yet people do not get stuck for arguing for days, unable to do something else. So if we accept that real people are authentic, then certainly authentic resolution is perfectly possible with characters as well.</p><p></p><p></p><p>Indeed. As these are completely very different things even though you're unable to see it. One is about external the other is about internal. The internal state of the character is about emotions, wants etc that will influence the goals of the character. If you mess wit them you mess with the core of the player agency. It is quite different the rules to tell the player that their character was unable to beat the ogre king, than that they no longer <em>want </em>to beat the ogre king. </p><p></p><p>And more fundamentally, the internal life is intuitive and <em>subjective</em>. It is far more personal and tied to to our self than the external.</p><p></p><p></p><p></p><p>Sure, to certain degree. Willing suspension of disbelief and all that. But this doesn't mean anything goes. The GM must actually do the work. Like sure in a horror game the players should be willing to play characters that can get scared and endeavour to maintain the atmosphere, but the GM still needs to make the things actually feel scary. You just cannot replace genuine feeling with rules. That's why horror movies actually spend a lot of effort establishing the atmosphere and making stuff genuinely frightening instead of the narrator just saying "this is scary, now be scared." Same goes for romance and whatever atmosphere or feeling one might wish to evoke. Now if the GM is bad at doing this, if they cannot evoke genuine feeling, then it might be tempting to replace this by rules, but at least to me that is just as futile than a comedian saying "this is funny, now laugh."</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9568883, member: 7025508"] You are completely ignoring my point. Whilst it is possible that what [USER=7036985]@andreszarta[/USER] suggests happens, there is no need to assume that it always or even usually does. In real world there are no rules or GM fiat to end arguments, yet people do not get stuck for arguing for days, unable to do something else. So if we accept that real people are authentic, then certainly authentic resolution is perfectly possible with characters as well. Indeed. As these are completely very different things even though you're unable to see it. One is about external the other is about internal. The internal state of the character is about emotions, wants etc that will influence the goals of the character. If you mess wit them you mess with the core of the player agency. It is quite different the rules to tell the player that their character was unable to beat the ogre king, than that they no longer [I]want [/I]to beat the ogre king. And more fundamentally, the internal life is intuitive and [I]subjective[/I]. It is far more personal and tied to to our self than the external. Sure, to certain degree. Willing suspension of disbelief and all that. But this doesn't mean anything goes. The GM must actually do the work. Like sure in a horror game the players should be willing to play characters that can get scared and endeavour to maintain the atmosphere, but the GM still needs to make the things actually feel scary. You just cannot replace genuine feeling with rules. That's why horror movies actually spend a lot of effort establishing the atmosphere and making stuff genuinely frightening instead of the narrator just saying "this is scary, now be scared." Same goes for romance and whatever atmosphere or feeling one might wish to evoke. Now if the GM is bad at doing this, if they cannot evoke genuine feeling, then it might be tempting to replace this by rules, but at least to me that is just as futile than a comedian saying "this is funny, now laugh." [/QUOTE]
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