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Swaying a Crowd of NPCs
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<blockquote data-quote="iserith" data-source="post: 7337395" data-attributes="member: 97077"><p>The NPCs must declare their loyalty openly at a certain point once the PCs have had a chance to influence events. I don't prefer to modify results based on drama. I like to set the stage in such a way that it can go a number of ways and play to find out what happens. In addition to giving the players the best chance to succeed or fail based on their own merits, it makes the game much more replayable for me as I run different groups through it. (And more replayable for players who want to run through the scenario again with a different group and character and try different things.)</p><p></p><p></p><p></p><p>It's a Viking-esque culture. That said, I can always upgrade or downgrade the stat blocks to make it suit the difficulty I'm going for. I'm not too concerned with this bit or any related concern.</p><p></p><p></p><p></p><p>Why they have a say will be established by the players at the start of the game essentially. The NPCs will not abstain. I suppose the PCs could, though it's not clear why they would.</p><p></p><p></p><p></p><p>Yes, we will establish that the PCs' loyalty is to each other first and can thus count on them voting in the same direction.</p><p></p><p></p><p></p><p>For the sake of managing the game and creating a set challenge, the NPCs are either decided or undecided. The NPC claimants can sway the undecided voters or even committed voters if they're desperate. In many cases, they may be directly opposing the PCs in trying to win them over to one side or another. </p><p></p><p>I imagine that failure to sway an undecided voter in a particular direction results in siding with the opposite camp. Committed voters are harder to sway and failure to sway means they can no longer be moved off their position. This will make resolution quick and decisive I think, plus it will shut down retries at a certain point.</p></blockquote><p></p>
[QUOTE="iserith, post: 7337395, member: 97077"] The NPCs must declare their loyalty openly at a certain point once the PCs have had a chance to influence events. I don't prefer to modify results based on drama. I like to set the stage in such a way that it can go a number of ways and play to find out what happens. In addition to giving the players the best chance to succeed or fail based on their own merits, it makes the game much more replayable for me as I run different groups through it. (And more replayable for players who want to run through the scenario again with a different group and character and try different things.) It's a Viking-esque culture. That said, I can always upgrade or downgrade the stat blocks to make it suit the difficulty I'm going for. I'm not too concerned with this bit or any related concern. Why they have a say will be established by the players at the start of the game essentially. The NPCs will not abstain. I suppose the PCs could, though it's not clear why they would. Yes, we will establish that the PCs' loyalty is to each other first and can thus count on them voting in the same direction. For the sake of managing the game and creating a set challenge, the NPCs are either decided or undecided. The NPC claimants can sway the undecided voters or even committed voters if they're desperate. In many cases, they may be directly opposing the PCs in trying to win them over to one side or another. I imagine that failure to sway an undecided voter in a particular direction results in siding with the opposite camp. Committed voters are harder to sway and failure to sway means they can no longer be moved off their position. This will make resolution quick and decisive I think, plus it will shut down retries at a certain point. [/QUOTE]
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