I mean I hope you thought it was good advice, I would hope none of us are giving advice we don't believe in.I think it’s good advice, if one wants players to roleplay characters with flaws.
I mean I hope you thought it was good advice, I would hope none of us are giving advice we don't believe in.I think it’s good advice, if one wants players to roleplay characters with flaws.
By all means, point them out.This is all arranged very neatly, to support your particular castle in the air. I'm truly surprised you don't see the errors in it.
If you have an in-character reason for your character to not be intimidated by the warlord, that's fine. It might be stupid of your character, but if it's in-character, whatever. But the problem is with people who aren't intimidated for out-of-character reasons.Wait...why?
If you think I should be intimidated by the warlord and her platoon, it must be because they are more powerful than my character, but as DM you know that and I don't (in D&D it's hard to know that for sure because of weird zero-to-hero leveling stuff.). So if I refuse to be intimated, show me why I made a mistake. Kill my character, or whatever.
Why is it necessary for me to act intimidated?
I mean I hope you thought it was good advice, I would hope none of us are giving advice we don't believe in.
Not the rules, no. That's only if we say that all text has equal weight. There then are so many inter and intratextual contradictions that conflicting readings are equally well sustained.Let’s be crystal clear what you are saying here:
When it comes to whether or not a DM should call for an NPC to make an ability check that has a possible outcome of affecting how a PC thinks, acts, or talks, you feel the rules support both prior-certainty and DM decides? The former depending upon, and the latter ignoring, the p185 rule (or guidance, if that pleases you) on roleplaying. Is that accurate?
Yeah, just to be clear (and I think I have been) my players have never once been impeded. they are told what is going on and they react.See, I disagree that this is telling the player what their character thinks. Instead, when I roll for Deception, I am rolling for what the PC experiences. "He seems honest."
I think what you're put off by is that people tend to use sentences like "you think he's lying" in a way that (edit: you think) means the player can't choose otherwise. But that sort of phrasing isn't mind-control. It's just a shortcut, like saying "you don't find any traps on the chest." That doesn't mean there aren't any traps, and it doesn't mean the PC has to open the chest. And you don't have to trust an NPC just because the DM says "she seems honest."
People use that "you think he's lying" or "she seems honest" because--as I pointed out--only giving the physical descriptions of the NPC like "he's fidgety and contradictory" doesn't always say what you intend it to say. Is a person's fidgetiness due to lying, nervousness for other reasons, a personality trait, or hemorrhoids? Are they contradicting themselves because they're lying, because they're a crappy storyteller, because the events were convoluted and possibly magical in nature, or because the DM made a mistake? Use a description with the phrase "you think he's lying" if you actually want to get across a message clearly.
(This is also why I don't like the advice "always trust the DM." No, the DM should be honest in what you experience, not in what things actually are like. Your PC's senses can fool them.)
I disagree with carrot and stick (alone) by explaining out right "Hey in my games I prefer X over Y when role playing" is better then giving inspiration when they do X and hope like Pavlov's dog and salivate at the bell.
If you take issue with my advice, then be straightforward about it. What about what I said do you disagree with?
If you have an in-character reason for your character to not be intimidated by the warlord, that's fine. It might be stupid of your character, but if it's in-character, whatever. But the problem is with people who aren't intimidated for out-of-character reasons.
Ok, so once again we’re back to you assuming that I’m not doing that. I guess what I’m saying is, “why not both?” (Also for the record it’s all carrot. I wouldn’t punish anyone for playing “wrong.” But in my experience players like roleplaying, and they like getting inspiration, so… Giving out inspiration* for roleplaying is win/win)I disagree with carrot and stick (alone) by explaining out right "Hey in my games I prefer X over Y when role playing" is better then giving inspiration when they do X and hope like Pavlov's dog and salivate at the bell.
In my case I tell people upfront what I do and don't like.