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Social Encounters: Does it Matter What and How PCs Speak to NPCs?
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<blockquote data-quote="MGibster" data-source="post: 9298560" data-attributes="member: 4534"><p>In my games the answer is yes. Allow me to give you an example. In my Deadlands game, a PC went to go talk to the recently widowed woman of a man two other PCs were currently sitting in jail for allegedly murdering. I don't remember what the PC said, but he started the conversation by saying something completely insensitive to the grieving widow, so I had him make a Persuasion roll at -2, which was successful so I didn't toss his character's butt out onto the street. </p><p></p><p>Later in the same session, the PCs decided they wanted to talk to a powerful man they know is a bad guy, think of a cattle baron type character, and when they arrived at his house discovered it was an armed camp. A guard at the gate stopped the PCs asking them what their business was. I hadn't intended for this to be an insurmountable barrier, but the PCs, for reasons I can't quite understand, refused to tell the guard what their business was. They wanted to see the boss, which was fine, but refused to tell the guard what specific business they had with him. I gave them an opportunity to clarify their intentions, specifically telling them the guard was getting agitated because you wouldn't answer his question, but either they didn't get the hint or didn't care and left when the guard told them to piss off. No conversation with the boss. </p><p></p><p>I want to stress that these aren't bad players I'd general label as a problem as I've been gaming with them for years. But the two players who are much better at talking to NPCs weren't at the session tonight, so we made due with what we had. And I'm going to have to take some of the blame here because I've never sat down to talk to them about my expectations when it comes to social encounters. That's on me, and it's something I shall rectify at our next game session. When the players interact with NPCs, it's my responsibility to have them react to what the PCs say and or do according to the circumstances, so I don't care how charming a player things their character is, if they say or do something offensive they're going to have a more difficult time getting along with the NPC. </p><p></p><p>But why do players (at least mine) and GMs make communicating with PCs difficult? </p><p></p><p>Some players just want to watch the world burn. Let's get this one out of the way first. There are players who just like to stir the pot, sow the seeds of chaos, or muck about for whatever reason. Some players derive a great deal of delight of messing it up for everyone else, but others genuinely think this is fun for everyone. </p><p></p><p>Laugh and the whole world laughs with you. Some players just think it's fun to be insulting or sarcastic and still get what you want. Like Rick Sanchez or Sterling Archer. The GM is going to give them the the information needed to go kill the monsters, so why not have a little fun with this? This one is actually okay depending on the situation. </p><p></p><p>Any more reasons anyone can come up with?</p></blockquote><p></p>
[QUOTE="MGibster, post: 9298560, member: 4534"] In my games the answer is yes. Allow me to give you an example. In my Deadlands game, a PC went to go talk to the recently widowed woman of a man two other PCs were currently sitting in jail for allegedly murdering. I don't remember what the PC said, but he started the conversation by saying something completely insensitive to the grieving widow, so I had him make a Persuasion roll at -2, which was successful so I didn't toss his character's butt out onto the street. Later in the same session, the PCs decided they wanted to talk to a powerful man they know is a bad guy, think of a cattle baron type character, and when they arrived at his house discovered it was an armed camp. A guard at the gate stopped the PCs asking them what their business was. I hadn't intended for this to be an insurmountable barrier, but the PCs, for reasons I can't quite understand, refused to tell the guard what their business was. They wanted to see the boss, which was fine, but refused to tell the guard what specific business they had with him. I gave them an opportunity to clarify their intentions, specifically telling them the guard was getting agitated because you wouldn't answer his question, but either they didn't get the hint or didn't care and left when the guard told them to piss off. No conversation with the boss. I want to stress that these aren't bad players I'd general label as a problem as I've been gaming with them for years. But the two players who are much better at talking to NPCs weren't at the session tonight, so we made due with what we had. And I'm going to have to take some of the blame here because I've never sat down to talk to them about my expectations when it comes to social encounters. That's on me, and it's something I shall rectify at our next game session. When the players interact with NPCs, it's my responsibility to have them react to what the PCs say and or do according to the circumstances, so I don't care how charming a player things their character is, if they say or do something offensive they're going to have a more difficult time getting along with the NPC. But why do players (at least mine) and GMs make communicating with PCs difficult? Some players just want to watch the world burn. Let's get this one out of the way first. There are players who just like to stir the pot, sow the seeds of chaos, or muck about for whatever reason. Some players derive a great deal of delight of messing it up for everyone else, but others genuinely think this is fun for everyone. Laugh and the whole world laughs with you. Some players just think it's fun to be insulting or sarcastic and still get what you want. Like Rick Sanchez or Sterling Archer. The GM is going to give them the the information needed to go kill the monsters, so why not have a little fun with this? This one is actually okay depending on the situation. Any more reasons anyone can come up with? [/QUOTE]
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