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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="pemerton" data-source="post: 8006105" data-attributes="member: 42582"><p>Here's how a different RPG might resolve the confrontation between PC and mad tyrant, at the point where the former insults the latter:</p><p></p><p>Make opposed checks (on Presence, Charisma, Will - whatever is the appropriate attribute in the system). Maybe the tyrant gets a buff for being confident in his domain. Maybe the PC gets a buff for beig resolute in his/her righteousness and being in the company of more than one strong friend.</p><p></p><p>If the player's roll beats the GM's roll, the tyrant yields. Perhaps the degree of failure determines the degree of yielding - from nervously laughing it off to outright capitulation.</p><p></p><p>If the GM beats the player's roll, the tyrant doesn't yield. Maybe on a narrow success the tyrant simply laughts off the insult, while on a very large success he demands the PC's head as payment.</p><p></p><p>Systems that work like this include Prince Valiant, HeroWars/Quest, and Burning Wheel (though rather than opposed checks it uses the tyrant's will score to set a static DC). As well as simple opposed checks these systems all include an option for complex resolution (eg Duel of Wits in BW) to allows for resolution of a more extended debate.</p><p></p><p>It's also possible to have social resolution in the form of players-roll-all-the-dice: Apocalypse World and Dungeon World have this (simple resolution) and so does 4e D&D (mostly complex resolution via the skill challenge frameworl).</p><p></p><p>A 5e referee is working in the 5e framework. S/he isn't bound by, or even expected to be familiar with, these other systems. But these systems have come about for a reason: they offer various responses to a recurrent area of difficulty in RPGing. The 5e GM might therefore want at least to be aware that there can be recurrent areas of difficulty, and that there are ways of handling them other than simply fiat extrapolation from the GM's unrevealed "knowledge" of the NPC.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8006105, member: 42582"] Here's how a different RPG might resolve the confrontation between PC and mad tyrant, at the point where the former insults the latter: Make opposed checks (on Presence, Charisma, Will - whatever is the appropriate attribute in the system). Maybe the tyrant gets a buff for being confident in his domain. Maybe the PC gets a buff for beig resolute in his/her righteousness and being in the company of more than one strong friend. If the player's roll beats the GM's roll, the tyrant yields. Perhaps the degree of failure determines the degree of yielding - from nervously laughing it off to outright capitulation. If the GM beats the player's roll, the tyrant doesn't yield. Maybe on a narrow success the tyrant simply laughts off the insult, while on a very large success he demands the PC's head as payment. Systems that work like this include Prince Valiant, HeroWars/Quest, and Burning Wheel (though rather than opposed checks it uses the tyrant's will score to set a static DC). As well as simple opposed checks these systems all include an option for complex resolution (eg Duel of Wits in BW) to allows for resolution of a more extended debate. It's also possible to have social resolution in the form of players-roll-all-the-dice: Apocalypse World and Dungeon World have this (simple resolution) and so does 4e D&D (mostly complex resolution via the skill challenge frameworl). A 5e referee is working in the 5e framework. S/he isn't bound by, or even expected to be familiar with, these other systems. But these systems have come about for a reason: they offer various responses to a recurrent area of difficulty in RPGing. The 5e GM might therefore want at least to be aware that there can be recurrent areas of difficulty, and that there are ways of handling them other than simply fiat extrapolation from the GM's unrevealed "knowledge" of the NPC. [/QUOTE]
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