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Realistic Consequences vs Gameplay
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<blockquote data-quote="Scott Christian" data-source="post: 8007071" data-attributes="member: 6901101"><p>I think sometimes we imagine things differently than they really are. Sit in any group conversation: work, friends, large families. Record them. The closer they are, the more everyone talks. The less they all know each other, fewer people talk. Even in work conversations at lunch where people know each other well, you'll see three-four out of ten dominate the conversation. The others generally sit and listen or add a word here and there. </p><p></p><p>And in the scene the OP was discussing: speaking to authority. In a real life situation where your friend whose driving gets pulled over, how often do his three passenger friends start piping in on the conversation. Generally only when he starts failing his persuasion checks. And even then, it's generally only one person. "Officer, what he's trying to say is that he has insurance, but he left the card at home." This same format often goes for speaking to bosses at a meeting (mostly because people just want to get out of the meeting <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />), and a group speaking to people they don't know. Ever see a group of 18 year-olds try to speak to a group of girls, 90% of the time they have a front man doing a lot of the talking.</p><p></p><p>So I don't think it's fair to declare an RPG dialogue to be any different. The OP didn't have the tyrant king address the barbarian because his shoes are muddy, or his hair isn't combed, or whatever. The barbarian can still speak, but he should allow the person who used his resources to use diplomacy to shine. The barbarian used his character resources to run fast, or take damage, or deal damage, etc. The diplomat doesn't always try to block his way every time he wants to run fast, or be on the front line, or deliver the killing blow. In fact, he helps him accomplish his goal. And that is what the barbarian should be doing; not just as a character, but as a player too. </p><p></p><p>NOTE: I am talking about the OP's response. Not some simple conversation with a barkeep or random encounter. The OP's roleplay encounter was obviously important to the story. In other circumstances, let the barbarian thwart the diplomat all he wants. It will get old (maybe?). It is rude (to some?). But who cares? It can be the running gaga of the campaign. But for a pivotal moment, it's unfair for him to be bored. </p><p></p><p>In short: We often replay conversations in our head as if they were one-on-one, even if they are in a large group. It's the way our mind works.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 8007071, member: 6901101"] I think sometimes we imagine things differently than they really are. Sit in any group conversation: work, friends, large families. Record them. The closer they are, the more everyone talks. The less they all know each other, fewer people talk. Even in work conversations at lunch where people know each other well, you'll see three-four out of ten dominate the conversation. The others generally sit and listen or add a word here and there. And in the scene the OP was discussing: speaking to authority. In a real life situation where your friend whose driving gets pulled over, how often do his three passenger friends start piping in on the conversation. Generally only when he starts failing his persuasion checks. And even then, it's generally only one person. "Officer, what he's trying to say is that he has insurance, but he left the card at home." This same format often goes for speaking to bosses at a meeting (mostly because people just want to get out of the meeting ;)), and a group speaking to people they don't know. Ever see a group of 18 year-olds try to speak to a group of girls, 90% of the time they have a front man doing a lot of the talking. So I don't think it's fair to declare an RPG dialogue to be any different. The OP didn't have the tyrant king address the barbarian because his shoes are muddy, or his hair isn't combed, or whatever. The barbarian can still speak, but he should allow the person who used his resources to use diplomacy to shine. The barbarian used his character resources to run fast, or take damage, or deal damage, etc. The diplomat doesn't always try to block his way every time he wants to run fast, or be on the front line, or deliver the killing blow. In fact, he helps him accomplish his goal. And that is what the barbarian should be doing; not just as a character, but as a player too. NOTE: I am talking about the OP's response. Not some simple conversation with a barkeep or random encounter. The OP's roleplay encounter was obviously important to the story. In other circumstances, let the barbarian thwart the diplomat all he wants. It will get old (maybe?). It is rude (to some?). But who cares? It can be the running gaga of the campaign. But for a pivotal moment, it's unfair for him to be bored. In short: We often replay conversations in our head as if they were one-on-one, even if they are in a large group. It's the way our mind works. [/QUOTE]
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