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="Imaculata" data-source="post: 8007617" data-attributes="member: 6801286"><p>I agree with both of you, but I think I'm somewhere in the middle. I agree that the Burgomaster is underwritten (based on the summary that was posted), and that running him perhaps requires a bit too much from the DM, leaving the door wide open for dreadful mistakes. However, I also think that it is fine for a campaign to have unswayable pure blackhat npc's. Not every npc needs to be complex. But I wonder what the point of the Burgomaster encounter is (I haven't read or played this particular adventure). It sounds almost like he is purely there to force a conflict on the players.</p><p></p><p>Like Iserith, I use a slider for my npc's during social encounters, although the slider is not literally visible. However, I do communicate to my players whenever an npc is swayed by their arguments, or when they anger the npc. It is important for the players to know when they are making progress, or losing progress during a social encounter. I also point out nuances during social encounters, such as an npc being disinterested, highly negative or very passionate about a topic. It is important that the players get some clues regarding what an npc cares about, so they can make an informed choice regarding what they say to the npc.</p><p></p><p>Some npc's may already start out with a negative view of the players, making them much harder to sway. While others may already be friendly to the players, making them far easier to negotiate with. And there may be some topics that a particular npc is impossible to sway on, which I always point out to the players during the encounter so they can move on. I also keep track of so called loyalty quests for various factions (an idea I stole straight out of Mass Effect), to progress the attitude of a group of npc's further to the positive. The opposite is also possible, where certain quest outcomes will permanently make some factions hostile to them.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 8007617, member: 6801286"] I agree with both of you, but I think I'm somewhere in the middle. I agree that the Burgomaster is underwritten (based on the summary that was posted), and that running him perhaps requires a bit too much from the DM, leaving the door wide open for dreadful mistakes. However, I also think that it is fine for a campaign to have unswayable pure blackhat npc's. Not every npc needs to be complex. But I wonder what the point of the Burgomaster encounter is (I haven't read or played this particular adventure). It sounds almost like he is purely there to force a conflict on the players. Like Iserith, I use a slider for my npc's during social encounters, although the slider is not literally visible. However, I do communicate to my players whenever an npc is swayed by their arguments, or when they anger the npc. It is important for the players to know when they are making progress, or losing progress during a social encounter. I also point out nuances during social encounters, such as an npc being disinterested, highly negative or very passionate about a topic. It is important that the players get some clues regarding what an npc cares about, so they can make an informed choice regarding what they say to the npc. Some npc's may already start out with a negative view of the players, making them much harder to sway. While others may already be friendly to the players, making them far easier to negotiate with. And there may be some topics that a particular npc is impossible to sway on, which I always point out to the players during the encounter so they can move on. I also keep track of so called loyalty quests for various factions (an idea I stole straight out of Mass Effect), to progress the attitude of a group of npc's further to the positive. The opposite is also possible, where certain quest outcomes will permanently make some factions hostile to them. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
Top