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<blockquote data-quote="William Ronald" data-source="post: 2447068" data-attributes="member: 426"><p>I tend to favor this approach as well. Sometimes, you may intend to present yourself and a proposal in one way, and somene else can take it completely differently. (The classic example is the person who believes he is convincing, and the other person who does not buy it. See any number of situation comedies where someone believes that he or she has explained how something unpleasant happened -- such as breaking a vase or being out too late.) So, I think that while it is appropriate to add dice rolls for situational modifiers -- such as in the case sniffles mentioned.</p><p></p><p>Some people are more convincing than others in real life, or present themselves well. For example, I have known a few gamers who were actors in the local theater scene. So, these are the sort of gamers who can manage to be very charismatic.</p><p></p><p>In looking at Richard Burlew's take on Diplomacy, It does require a player to make some sort of proposal to an NPC as opposed to just rolling the dice. I find myself drawn to it as it does tend to make some NPCs harder to convince -- such as there are hard people to convince in real life. Also, an NPC should be somewhat consistent in character -- although there is such a thing as change and growth. So, trying to convince the evil warlord that he should spare you might mean that he decides to either have you work for him -- or if he is a REALLY EVIL warlord -- grant you a quick death. ("Well, I spared him a torturous death. Nice fellow --- and a good musician as well.") <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="William Ronald, post: 2447068, member: 426"] I tend to favor this approach as well. Sometimes, you may intend to present yourself and a proposal in one way, and somene else can take it completely differently. (The classic example is the person who believes he is convincing, and the other person who does not buy it. See any number of situation comedies where someone believes that he or she has explained how something unpleasant happened -- such as breaking a vase or being out too late.) So, I think that while it is appropriate to add dice rolls for situational modifiers -- such as in the case sniffles mentioned. Some people are more convincing than others in real life, or present themselves well. For example, I have known a few gamers who were actors in the local theater scene. So, these are the sort of gamers who can manage to be very charismatic. In looking at Richard Burlew's take on Diplomacy, It does require a player to make some sort of proposal to an NPC as opposed to just rolling the dice. I find myself drawn to it as it does tend to make some NPCs harder to convince -- such as there are hard people to convince in real life. Also, an NPC should be somewhat consistent in character -- although there is such a thing as change and growth. So, trying to convince the evil warlord that he should spare you might mean that he decides to either have you work for him -- or if he is a REALLY EVIL warlord -- grant you a quick death. ("Well, I spared him a torturous death. Nice fellow --- and a good musician as well.") ;) [/QUOTE]
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