Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="iserith" data-source="post: 8007193" data-attributes="member: 97077"><p>Since DMs don't read the DMG and, even if they do, they probably don't read or employ the social interaction rules (p. 244-245), it might be good to comment on what these rules tell us to do.</p><p></p><p>First, you set the NPC's starting attitude - friendly, indifferent, hostile. The NPC's attitude at the end of the conversation sets the limits as to what the NPC is going to be willing to do. DCs are provided in case what the PCs want has an uncertain outcome and a meaningful consequence for failure.</p><p></p><p>The PCs converse with the NPC. During this conversation, some PCs might be trying to influence the NPC's attitude to temporarily improve it. The DM meanwhile is portraying the NPC's agenda, ideal, bond, and flaw throughout the scene and presenting objections and other obstacles for the PCs to overcome as the conversation progresses. While some PCs do the talking, others might be trying to figure out the NPC's agenda, ideal, bond, or flaw so that it can be used to frame arguments in a way that is likely to get at the desired response. When the conversation has run its course, the PC's request, demand, or suggestion is judged by the DM and perhaps the dice.</p><p></p><p>So really, the best strategy here is to <em>pay attention</em> to how the DM is portraying the NPC and put your higher Charisma characters up to talk to the NPCs while higher Wisdom characters (or those trained in Insight) try to suss out agenda, ideal, bond, and flaw. Then use what you suss out to frame arguments so that you automatically succeed or have advantage on Charisma checks. Get the NPC's attitude to friendly or as close as you can, then make your request, demand, or suggestion. Spend Inspiration if you need advantage on the resulting check, if there is one.</p><p></p><p>As I noted upthread, the Baron - unlike a lot of other NPCs in the module - has no ideal, bond, or flaw listed. But it can be derived from the information in the book. I would write those up accordingly and run this social interaction challenge with this structure in place. Maybe the players have to roll some dice and maybe they don't, depending on what they do, as with all other actions they may take in the game.</p></blockquote><p></p>
[QUOTE="iserith, post: 8007193, member: 97077"] Since DMs don't read the DMG and, even if they do, they probably don't read or employ the social interaction rules (p. 244-245), it might be good to comment on what these rules tell us to do. First, you set the NPC's starting attitude - friendly, indifferent, hostile. The NPC's attitude at the end of the conversation sets the limits as to what the NPC is going to be willing to do. DCs are provided in case what the PCs want has an uncertain outcome and a meaningful consequence for failure. The PCs converse with the NPC. During this conversation, some PCs might be trying to influence the NPC's attitude to temporarily improve it. The DM meanwhile is portraying the NPC's agenda, ideal, bond, and flaw throughout the scene and presenting objections and other obstacles for the PCs to overcome as the conversation progresses. While some PCs do the talking, others might be trying to figure out the NPC's agenda, ideal, bond, or flaw so that it can be used to frame arguments in a way that is likely to get at the desired response. When the conversation has run its course, the PC's request, demand, or suggestion is judged by the DM and perhaps the dice. So really, the best strategy here is to [I]pay attention[/I] to how the DM is portraying the NPC and put your higher Charisma characters up to talk to the NPCs while higher Wisdom characters (or those trained in Insight) try to suss out agenda, ideal, bond, and flaw. Then use what you suss out to frame arguments so that you automatically succeed or have advantage on Charisma checks. Get the NPC's attitude to friendly or as close as you can, then make your request, demand, or suggestion. Spend Inspiration if you need advantage on the resulting check, if there is one. As I noted upthread, the Baron - unlike a lot of other NPCs in the module - has no ideal, bond, or flaw listed. But it can be derived from the information in the book. I would write those up accordingly and run this social interaction challenge with this structure in place. Maybe the players have to roll some dice and maybe they don't, depending on what they do, as with all other actions they may take in the game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
Top