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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="prabe" data-source="post: 8007678" data-attributes="member: 7016699"><p>And there were successful checks, or at least one, and the PCs that walked away walked away. That's how the OP described it. They just happened after the insult, which in the OP's telling didn't sound like any sort of attempt to alter the thinking of anyone. It didn't even sound as though it was an attempt to intimidate, to me.</p><p></p><p>Is part of this that you think the insult was an action, which should have succeeded? No, because you describe it as a failure.</p><p></p><p>It seemed to me as though that was narrating success by describing the actions of an NPC who hadn't seen the events in the OP's incident. Whom the PCs would not have been attempting to influence--could not have been attempting to influence. In spite of whatever the action declarations had been. If I say, "My character attempts to talk the Mad Tyrant out of executing Mr. Insulty," and you say, "The Captain, coming into the room, turns to the BurgerMaster and says (paraphrasing) 'I will not obey you, sir,' " I will at the least be confused as to why effect aimed at the BurgerMaster seems to have hit the Captain. You have (metaphorically) moved my hand from one target to another <strong>that was not there when I declared my action.</strong> That doesn't seem deft, it seems clumsy as hell.</p><p></p><p>It also looked to me as though there was some editing of the BurgerMaster--which is totally fine, even if those traits, et al. were maybe not entirely consistent with what I've gathered of the published adventure. I was, I'm afraid, engaged in a little light mockery when I invented similar tags for the invented NPC (the Captain) that made it easy to shift the events back in the direction of the OP's incident; the point, to the extent I had one, is that it is trivially easy to shift the story by rewriting NPCs, if you want to.</p></blockquote><p></p>
[QUOTE="prabe, post: 8007678, member: 7016699"] And there were successful checks, or at least one, and the PCs that walked away walked away. That's how the OP described it. They just happened after the insult, which in the OP's telling didn't sound like any sort of attempt to alter the thinking of anyone. It didn't even sound as though it was an attempt to intimidate, to me. Is part of this that you think the insult was an action, which should have succeeded? No, because you describe it as a failure. It seemed to me as though that was narrating success by describing the actions of an NPC who hadn't seen the events in the OP's incident. Whom the PCs would not have been attempting to influence--could not have been attempting to influence. In spite of whatever the action declarations had been. If I say, "My character attempts to talk the Mad Tyrant out of executing Mr. Insulty," and you say, "The Captain, coming into the room, turns to the BurgerMaster and says (paraphrasing) 'I will not obey you, sir,' " I will at the least be confused as to why effect aimed at the BurgerMaster seems to have hit the Captain. You have (metaphorically) moved my hand from one target to another [B]that was not there when I declared my action.[/B] That doesn't seem deft, it seems clumsy as hell. It also looked to me as though there was some editing of the BurgerMaster--which is totally fine, even if those traits, et al. were maybe not entirely consistent with what I've gathered of the published adventure. I was, I'm afraid, engaged in a little light mockery when I invented similar tags for the invented NPC (the Captain) that made it easy to shift the events back in the direction of the OP's incident; the point, to the extent I had one, is that it is trivially easy to shift the story by rewriting NPCs, if you want to. [/QUOTE]
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