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Persuade, Intimidate, and Deceive used vs. PCs
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<blockquote data-quote="sunshadow21" data-source="post: 6743120" data-attributes="member: 6667193"><p>It's very much the approach that comes across on this thread, and it's less the desire of creating a memorable experience that is different, but how we approach it. </p><p></p><p>You very clearly prefer a novel like approach, with every single action described and resolved in very in character language; using descriptions over mechanical terms and dice rolls is very clearly important to you. I don't care about the language used; I truly don't see any benefit to taking twice as long to describe an orc guard being intimidating when I have a perfectly functional skill check that does exactly the same thing, but a lot faster and a lot clearer. </p><p></p><p>You clearly set it up so that the player experiences the story almost entirely from the character's perspective, or at worst, from the perspective of a co-author; I personally find that memorability of a story is rarely impacted by whether the player experiences it as the character would or as more of a bystander, so keeping all descriptions and terms largely in game is not a particular concern for me or for most that I play with. As long as the general gist of what is said is more or less in line with past actions and background of the character and gets the objective across, I don't care about specific phrasing the the way you have clearly shown you do. </p><p></p><p>You focus on narrative as the primary tool to tell the story and keep people focused; I treat it as one of many tools I have available, regardless of which side of the screen I am on, and find the interaction between all of the available tools to be part of the interest for me, so a heavy focus on any one aspect, whether it be narrative as you do it or on the rules as many at the Paizo forums do, tends to make me lose interest very quickly. </p><p></p><p>You treat dice rolls as being a very definitive end to roleplaying that has already occurred; I let the situation dictate where in the scene the dice get rolled, and let the scene dictate how much influence those dice rolls have on the rest of the scene. You also treat dice as being entirely optional, where I consider them as intergral to the story telling as the roleplaying.</p><p></p><p>Those are the biggest differences I've noticed from your posts in this thread as far as I understand them. The goal is not necessarily all that different, but the preferred path to reach it is vey different.</p></blockquote><p></p>
[QUOTE="sunshadow21, post: 6743120, member: 6667193"] It's very much the approach that comes across on this thread, and it's less the desire of creating a memorable experience that is different, but how we approach it. You very clearly prefer a novel like approach, with every single action described and resolved in very in character language; using descriptions over mechanical terms and dice rolls is very clearly important to you. I don't care about the language used; I truly don't see any benefit to taking twice as long to describe an orc guard being intimidating when I have a perfectly functional skill check that does exactly the same thing, but a lot faster and a lot clearer. You clearly set it up so that the player experiences the story almost entirely from the character's perspective, or at worst, from the perspective of a co-author; I personally find that memorability of a story is rarely impacted by whether the player experiences it as the character would or as more of a bystander, so keeping all descriptions and terms largely in game is not a particular concern for me or for most that I play with. As long as the general gist of what is said is more or less in line with past actions and background of the character and gets the objective across, I don't care about specific phrasing the the way you have clearly shown you do. You focus on narrative as the primary tool to tell the story and keep people focused; I treat it as one of many tools I have available, regardless of which side of the screen I am on, and find the interaction between all of the available tools to be part of the interest for me, so a heavy focus on any one aspect, whether it be narrative as you do it or on the rules as many at the Paizo forums do, tends to make me lose interest very quickly. You treat dice rolls as being a very definitive end to roleplaying that has already occurred; I let the situation dictate where in the scene the dice get rolled, and let the scene dictate how much influence those dice rolls have on the rest of the scene. You also treat dice as being entirely optional, where I consider them as intergral to the story telling as the roleplaying. Those are the biggest differences I've noticed from your posts in this thread as far as I understand them. The goal is not necessarily all that different, but the preferred path to reach it is vey different. [/QUOTE]
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Persuade, Intimidate, and Deceive used vs. PCs
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