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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="hawkeyefan" data-source="post: 8007343" data-attributes="member: 6785785"><p>I don't think I'd balk at introducing a NPC who may be hard to win over, or who may be easily provoked. But I think I'd do my best to </p><p>(a) make it clear that this NPC may be hard to win over or easily provoked</p><p>(b) not consider it unfavorable if he's not won over or is provoked</p><p></p><p></p><p></p><p>I think that there are two things that need to be considered here....the NPC's choice, and the GM's choice. The NPC may have a certain number of "acceptable" or "realistic" responses to any stimulus. The GM is the one responsible for choosing which of those to go with (or, alternatively, with following the process to determine the response per the game's resolution mechanics). </p><p></p><p>I think that the GM needs to always be considering the experience at the table and how it is going for everyone, and then should make his choice accordingly. So if you know you have a player who prefers combat and you know that the last couple of sessions have not had combat, the only way you should have the NPC call "Guards!" when insulted is if you are perfectly happy with a fight breaking out. If the GM thinks a fight is a bad idea....whether because the NPCs are too strong for the PCs, or because there are two other players who are engaged with the way things have been going....then you should probably consider a different "realistic" response. </p><p></p><p>I think you're right that it escalated things....and then they went even further. Which I think is fine in and of itself, but if other players are not happy, and hte GM is not happy, then I can't really stand by the decision to provoke that outcome.</p><p></p><p></p><p></p><p>For the player, it's doing nothing. Whereas in the situation where the mage is watching the melee people fighting a golem, the mage can cast buffs, or spells that can indirectly affect the golem, and so on. When the rogue steps up to a trap, it's resolved quickly enough that no one else is sitting for long stretches with nothing to do.</p><p></p><p>A social interaction can potentially be long. For those who are engaged with it, that's not a problem....it's fun and engaging. For someone not engaged....it can be boring.</p><p></p><p>What always amazes me too, is how easily everyone but the face is uninvolved in the situation. Why would the NPC not question them all? Why would he not say something like "You, warrior....you've been silent through all this...what do you think?" Put that character on the spot. The fact that characters choose to have low CHA scores and other choices should in fact be a party weakness. Why shouldn't it come up? </p><p></p><p>Otherwise, just Voltron the party into one gestalt PC with the best scores in every stat and call it a day.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8007343, member: 6785785"] I don't think I'd balk at introducing a NPC who may be hard to win over, or who may be easily provoked. But I think I'd do my best to (a) make it clear that this NPC may be hard to win over or easily provoked (b) not consider it unfavorable if he's not won over or is provoked I think that there are two things that need to be considered here....the NPC's choice, and the GM's choice. The NPC may have a certain number of "acceptable" or "realistic" responses to any stimulus. The GM is the one responsible for choosing which of those to go with (or, alternatively, with following the process to determine the response per the game's resolution mechanics). I think that the GM needs to always be considering the experience at the table and how it is going for everyone, and then should make his choice accordingly. So if you know you have a player who prefers combat and you know that the last couple of sessions have not had combat, the only way you should have the NPC call "Guards!" when insulted is if you are perfectly happy with a fight breaking out. If the GM thinks a fight is a bad idea....whether because the NPCs are too strong for the PCs, or because there are two other players who are engaged with the way things have been going....then you should probably consider a different "realistic" response. I think you're right that it escalated things....and then they went even further. Which I think is fine in and of itself, but if other players are not happy, and hte GM is not happy, then I can't really stand by the decision to provoke that outcome. For the player, it's doing nothing. Whereas in the situation where the mage is watching the melee people fighting a golem, the mage can cast buffs, or spells that can indirectly affect the golem, and so on. When the rogue steps up to a trap, it's resolved quickly enough that no one else is sitting for long stretches with nothing to do. A social interaction can potentially be long. For those who are engaged with it, that's not a problem....it's fun and engaging. For someone not engaged....it can be boring. What always amazes me too, is how easily everyone but the face is uninvolved in the situation. Why would the NPC not question them all? Why would he not say something like "You, warrior....you've been silent through all this...what do you think?" Put that character on the spot. The fact that characters choose to have low CHA scores and other choices should in fact be a party weakness. Why shouldn't it come up? Otherwise, just Voltron the party into one gestalt PC with the best scores in every stat and call it a day. [/QUOTE]
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