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Roleplaying Powerful Beings versus Smart-Aleck PCs
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<blockquote data-quote="DEFCON 1" data-source="post: 8498656" data-attributes="member: 7006"><p>You said you didn't want mechanical solutions, but perhaps just a mechanical framework presented to the players will tell them how they might need to behave during the scene.</p><p></p><p>If they approach / find the archfey because they need something from them... then just explain to them the mechanical framework (almost like a announcing a skill challenge) that the players will need to win in order to get the fey to give them what they want. Once the players know that there is a "mini-game" involved (one whose rules you don't even need to tell them about necessarily)... they can still then roleplay however they want-- but they now know their actions are scoring or losing them points in the background. And the easiest way for the players to know whether or not they are getting what they want is how you play the archfey's reactions to how they are being treated.</p><p></p><p>I find that when there's a "game" involved (along with a win condition), players tend to be more apt to try and win and less inclined to just fool around. If it's just interaction for interaction's sake, they oftentimes think they're going to get what they want eventually regardless of the interaction, and thus they don't take it as seriously. They see the interaction are more just fun "fluff" to color the scene, but not crucial to the results.</p><p></p><p>But if you tell them that there is a game playing out in the background of the scene to "win"... they might be more inclined to do what [USER=97077]@iserith[/USER] mentioned and look to figure out the archfey's BIFTs, or just what they need to say to give them points in this conflict... even if they don't know how the conflict is playing out necessarily. Just an idea.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8498656, member: 7006"] You said you didn't want mechanical solutions, but perhaps just a mechanical framework presented to the players will tell them how they might need to behave during the scene. If they approach / find the archfey because they need something from them... then just explain to them the mechanical framework (almost like a announcing a skill challenge) that the players will need to win in order to get the fey to give them what they want. Once the players know that there is a "mini-game" involved (one whose rules you don't even need to tell them about necessarily)... they can still then roleplay however they want-- but they now know their actions are scoring or losing them points in the background. And the easiest way for the players to know whether or not they are getting what they want is how you play the archfey's reactions to how they are being treated. I find that when there's a "game" involved (along with a win condition), players tend to be more apt to try and win and less inclined to just fool around. If it's just interaction for interaction's sake, they oftentimes think they're going to get what they want eventually regardless of the interaction, and thus they don't take it as seriously. They see the interaction are more just fun "fluff" to color the scene, but not crucial to the results. But if you tell them that there is a game playing out in the background of the scene to "win"... they might be more inclined to do what [USER=97077]@iserith[/USER] mentioned and look to figure out the archfey's BIFTs, or just what they need to say to give them points in this conflict... even if they don't know how the conflict is playing out necessarily. Just an idea. [/QUOTE]
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