Started by lumpley, February 06, 2008, 12:22:35 PM
Quote from: PorterO on February 02, 2008, 08:14:15 PMSo there's no mechanic for the power of persuasion? I can see how that would be good in the sense that it compels the players to roleplay any verbal interaction. However, it has the down side of reducing all conflict to physical contest. Or am I missing something? Could the old lady in Rustin's example choose to roll dice yet narrate any success she has as delivering a particularly compelling argument? One that leads to the town fool realizing it's a good idea to get a free meal when he can? Or can she only mind fuck him enough that he capitulates to her demand (ala Hannibal Lecter)? We create characters who posses physical gifts that exceed our own, why not give them rhetorical gifts as well?
Quote from: Troels on February 06, 2008, 01:20:51 PMHer ghost appears before him and attempts to persuade him to spare the children. Dice roll, she wins.
Quote from: lumpley on February 06, 2008, 12:22:35 PMIn Dogs, you can be like, "what's at stake is your conviction about polygamy," for instance, and then you can roll dice on me, and we raise and see back and forth, maybe escalate, and let's say eventually that you win. My character's conviction was up for grabs, you won it, so I'm obligated to play my character convinced. For the most part this works out fine, because a) my character's conviction is probably a minor point between us, overall, and b) all those raises and sees were an argument. Your character presented her case, and sometimes my character admitted her point. At the end, even if your character's argument didn't convince me, I can see how it might have convinced my character, and play accordingly.
Quote from: lumpley on February 15, 2008, 09:04:46 PMNow the unfun part worries me. Did your friend REALLY agree to the stakes? If he did, why wasn't it fun to lose them?
QuotePersonally, I don't like conflicts about PCs' internal states, nor about future actions. I think they create distance between you and your character where there doesn't need to be any (I suspect that's what was going on with your friend), and they're usually a sign that somebody's calling for dice before there's a real conflict. But whatever, if everybody agrees to the stakes, they stand.
QuoteOh and in a multi-way conflict: strictly, the person who wins the conflict gets the resolution of the stakes. If two Dogs drop out but the third Dog wins, that third Dog wins.