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Renamed Thread: "The Illusion of Agency"
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<blockquote data-quote="Lanefan" data-source="post: 9546123" data-attributes="member: 29398"><p>Or don't, 'cause you'll get no satisfaction here either.</p><p></p><p>I prefer social stuff be roleplayed out to the point of ideally being resolved without any dice hitting the table; which means if you're not willing-ready-able to speak in character and actively fight for the spotlight this ain't the place for you. I don't have stuff like Intimidate, Bluff, etc. in my game as character "skills"; if I did, the NPCs would be able to use them as well.</p><p></p><p>As for character knowledge and-or memory, I often give a roll-under-Intelligence to see how much background knowledge a character has about something e.g. do you happen to know the best route from here to where we're going, or what do you know about [monster X being encountered for the first time]; with good rolls giving useful info, middling-to-poor rolls giving nothing, and very poor rolls sometimes giving bad or wrong info.</p><p></p><p>Dice are otherwise there to help resolve the physical things we have to abstract - combat, climbing, lockpicking, navigation, etc. - because we can't actually do them at the table.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9546123, member: 29398"] Or don't, 'cause you'll get no satisfaction here either. I prefer social stuff be roleplayed out to the point of ideally being resolved without any dice hitting the table; which means if you're not willing-ready-able to speak in character and actively fight for the spotlight this ain't the place for you. I don't have stuff like Intimidate, Bluff, etc. in my game as character "skills"; if I did, the NPCs would be able to use them as well. As for character knowledge and-or memory, I often give a roll-under-Intelligence to see how much background knowledge a character has about something e.g. do you happen to know the best route from here to where we're going, or what do you know about [monster X being encountered for the first time]; with good rolls giving useful info, middling-to-poor rolls giving nothing, and very poor rolls sometimes giving bad or wrong info. Dice are otherwise there to help resolve the physical things we have to abstract - combat, climbing, lockpicking, navigation, etc. - because we can't actually do them at the table. [/QUOTE]
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Renamed Thread: "The Illusion of Agency"
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