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General Tabletop Discussion
*Dungeons & Dragons
Persuade, Intimidate, and Deceive used vs. PCs
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<blockquote data-quote="Sunseeker" data-source="post: 6738560"><p>That's great. I feel like you're taking this conversation as though I'm talking <em>at</em> you as though you are doing something wrong in your games and it's starting to make me feel like this is more of an argument than a discussion as I've stated clearly I'm not making judgments. My examples are just off-the-cuff examples. They're not supposed to be taken as the correct, or incorrect way to play. </p><p></p><p>I play the way I do largely because I'm my own worst enemy. I worked really really hard to create this stuff for the players. To make even the most mundane of mazes creative and engaging and fun. But because I put so much effort into it, I really want my players to find out all about it....but I don't want to spoil it, or take agency away from them by giving something away they could have worked to achieve and been rewarded for. So I play on the side of caution and tell players <em>less</em> rather than more and encourage them to work for the answer instead of just <em>ask</em> for it. This is especially fun for me when I get players who don't normally role-play much to get into the spirit of things by acting out their question in-character instead of simply asking me out of character. It may not require a roll in-game any more than out of game, but I find the game more enjoyable when Bob says: "I go take a look at each door." and I tell him about the doors, as opposed to Bob's player going "What do the doors look like?"</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6738560"] That's great. I feel like you're taking this conversation as though I'm talking [I]at[/I] you as though you are doing something wrong in your games and it's starting to make me feel like this is more of an argument than a discussion as I've stated clearly I'm not making judgments. My examples are just off-the-cuff examples. They're not supposed to be taken as the correct, or incorrect way to play. I play the way I do largely because I'm my own worst enemy. I worked really really hard to create this stuff for the players. To make even the most mundane of mazes creative and engaging and fun. But because I put so much effort into it, I really want my players to find out all about it....but I don't want to spoil it, or take agency away from them by giving something away they could have worked to achieve and been rewarded for. So I play on the side of caution and tell players [I]less[/I] rather than more and encourage them to work for the answer instead of just [I]ask[/I] for it. This is especially fun for me when I get players who don't normally role-play much to get into the spirit of things by acting out their question in-character instead of simply asking me out of character. It may not require a roll in-game any more than out of game, but I find the game more enjoyable when Bob says: "I go take a look at each door." and I tell him about the doors, as opposed to Bob's player going "What do the doors look like?" [/QUOTE]
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Persuade, Intimidate, and Deceive used vs. PCs
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