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*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="Fenris-77" data-source="post: 8007405" data-attributes="member: 6993955"><p>I'm sure that works out ok for those that use them if they keep them to the big wigs. I'd still prefer something a little more tangible for negotiations. Something that more directly indexes the matter that's likely to be at hand. Exactly what that looks like is obviously very different from NCP to NPC of course. Something, in the case of the Baron, like<em> the baron will likely do X or Y if faced with a serious challenge to his authority, and is likely to be patronizing and dismissive otherwise. He is paranoid, and tends to see challenge and conspiracy where none exists. He responds positively to flattery, especially of his leadership. </em>That could be communicated in the module a bunch of different ways and role playing that as the DM is pretty straight forward. The more potential ways the PCs might interact with an NPC the more detail might be needed or useful. What I'm looking for isn't all that different from I/B/F, just more specifc and useful.</p><p>That I'll agree with wholeheartedly. Probably the latter rather than the former.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8007405, member: 6993955"] I'm sure that works out ok for those that use them if they keep them to the big wigs. I'd still prefer something a little more tangible for negotiations. Something that more directly indexes the matter that's likely to be at hand. Exactly what that looks like is obviously very different from NCP to NPC of course. Something, in the case of the Baron, like[I] the baron will likely do X or Y if faced with a serious challenge to his authority, and is likely to be patronizing and dismissive otherwise. He is paranoid, and tends to see challenge and conspiracy where none exists. He responds positively to flattery, especially of his leadership. [/I]That could be communicated in the module a bunch of different ways and role playing that as the DM is pretty straight forward. The more potential ways the PCs might interact with an NPC the more detail might be needed or useful. What I'm looking for isn't all that different from I/B/F, just more specifc and useful. That I'll agree with wholeheartedly. Probably the latter rather than the former. [/QUOTE]
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Realistic Consequences vs Gameplay
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