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<blockquote data-quote="the Jester" data-source="post: 1560337" data-attributes="member: 1210"><p>Hmm... this one line actually quite provoked my thinking, and in the end, I have to say a lil of both.</p><p></p><p>I try to leave lots of opportunities for the pcs to use social approaches to adventures- a recent low-level adventure climaxed when a pc shot an npc and wounded him, so the pcs fled (since the social repercussions were <em>heavy</em>), f'rinstance. Also, the npc bad guys often have hidden flaws- the half-orc bandit resents his leader for stealing his woman, and he's ripe for the pcs to recruit. </p><p></p><p>On the other hand, the pcs once encountered a ghost. The pc with the highest initiative, on the first round, before the ghost (who was intended as strictly a combat encounter) got to act, made a speech about trying to lay him to rest and right the wrongs that kept the ghost from going to his eternal reward. Diplomacy roll = somewhere around a 30.</p><p></p><p>Well, okay, mr. ghost went away peacefully and the pcs earned full xp. But it wasn't set up for a 'social' victory- my players <strong>chose</strong> that route without my encouragement. </p><p></p><p>So, I guess a dm's style helps... the rules help... and most of all, the style the players prefer helps.</p><p></p><p>Maybe you have the wrong group?</p></blockquote><p></p>
[QUOTE="the Jester, post: 1560337, member: 1210"] Hmm... this one line actually quite provoked my thinking, and in the end, I have to say a lil of both. I try to leave lots of opportunities for the pcs to use social approaches to adventures- a recent low-level adventure climaxed when a pc shot an npc and wounded him, so the pcs fled (since the social repercussions were [i]heavy[/i]), f'rinstance. Also, the npc bad guys often have hidden flaws- the half-orc bandit resents his leader for stealing his woman, and he's ripe for the pcs to recruit. On the other hand, the pcs once encountered a ghost. The pc with the highest initiative, on the first round, before the ghost (who was intended as strictly a combat encounter) got to act, made a speech about trying to lay him to rest and right the wrongs that kept the ghost from going to his eternal reward. Diplomacy roll = somewhere around a 30. Well, okay, mr. ghost went away peacefully and the pcs earned full xp. But it wasn't set up for a 'social' victory- my players [b]chose[/b] that route without my encouragement. So, I guess a dm's style helps... the rules help... and most of all, the style the players prefer helps. Maybe you have the wrong group? [/QUOTE]
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