Started by Callan S., November 20, 2011, 07:32:35 PM
QuoteWell, the reason why it (now) looks like we should have rolled is because the character was making a demand of the NPCs. She wasn't merely asking them, "So, what's this line of work like?" or "So have you considered the error of your ways?" No, she went right in there with, "Repent, and free yourselves! You can still dedicate your lives to virtue, and achieve salvation!" (or something like that)I guess, in my mind, there's this sort of implied Move in D&D3: When you try to manipulate someone without the threat of violence (implicit or explicit), roll +Diplomacy. Naturally, there is a parallel: When you try to manipulate someone using an implicit or explicit threat of violence, roll +Intimidate.This could go into a whole thing about how much one should "just roleplay it out", but I'll say this - - in a game in which Charisma and social skills are things that can receive Currency/resources, we need to "honor" players' placement of resources in those categories by letting them roll the dice. In, say, D&D0e (let's go with Swords & Wizardry, to be exact), there's no such thing as rolling your stat value, and there are no "skills" - thus, there is no recourse but to roleplay it out. Since that's very close to actual, early versions of D&D, I think the roleplay-it-out mentality has lingered where it shouldn't have.This issue does relate to incipient Narrativism in that if a player elects to use a particular mechanic to give some "oomph" to their character's course of action, taking that away is effectively muddying the waters of "who can do what, and when?" by giving more discretionary power to the GM and leaving less "input power" in the hands of the players. It's like a mechanical contract:- we all roll up our characters- we put our skill points in wherever- during play, we roll our skill checks using the points we put in skills.If you change that up, you're telling the players they invested in unsound currency. Maybe I'm kind of blowing this out of proportion a bit, at least with my choice of analogies, but there's an element of, "Oh. So, uh, why did I bother to...?" when we change things up like that.Apocalypse World handles this kind of thing really well: if it sounds like you're trying to seduce or manipulate someone (in order to get something from them, and yes, sex is an example of "something"), then you have to roll +hot.If you're just fucking with someone for the hell of it, just keep RPing. On the other hand, if you're fucking with someone so they do something for you, haha! Roll +hot, fucker. You're not getting away with this without bringing the dice into it!You really have to engage in for-its-own-sake-only behavior in order to avoid touching the dice. Chit-chatting, asking someone about themselves, getting to know a new friend - - this stuff can all just be "roleplayed out" without issue so long as there is no real risk involved. No risk to the relationship, or to the people in it, means you don't need to pick up the dice at all. But even if it's something as simple as, "GOD, this guy's pessimism is suffocating! Are you trying to act like you don't mind his boorishness?" could constitute a social risk, and the MC could rule that "faking it" here counts as Acting Under Fire.
QuoteThis could go into a whole thing about how much one should "just roleplay it out", but I'll say this - - in a game in which Charisma and social skills are things that can receive Currency/resources, we need to "honor" players' placement of resources in those categories by letting them roll the dice.
QuoteThis issue does relate to incipient Narrativism in that if a player elects to use a particular mechanic to give some "oomph" to their character's course of action, taking that away
Quotegiving more discretionary power to the GM