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#1 |
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Join Date: Nov 2011
Location: Seattle, WA
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This thread arises out of a discussion in the THS forums. Please see http://forums.sjgames.com/showpost.p...2&postcount=27 for my initial question and Vicky's response.
I then answer like this, which is where this thread's discussion can pick up: Helpful yes, but it acknowledges the same issues I was concerned about--and doesn't really provide a solution. I think, sometimes, simply relying on how the GM portrays an NPC ISN'T the best solution for the simple fact that I am NOT an attractive, charismatic female to whom all my players are attracted and willing to listen to. I think sometimes, you have to take a purely narrative and game mechanical approach to this kind of thing. --- Picking up from there, I think this is a humorous, yet completely serious topic and concern. Not every GM is a skilled improv actor and/or particularly good at acting out NPC actions. Fortunately, there's no requirement in this hobby that you be able to do these things. On the other hand, it presents a problem when you want to have a seriously charismatic NPC (with talents, Empathy, and all kinds of other advantages) interact with the PCs. What if YOU, the GM, slip up and the PCs get immediately suspicuous, even if the NPC would never have screwed up like that? (Let's face it, if we were that smooth, would we be hanging around playing RPGs with our friends? :-) ) I kid, I kid. At any rate, I think that there are times when it's appropriate to slip out of character as GM, use a bit of the ol' narrative, and roll some dice. After all, this isn't fundamentally different from an NPC wizard using a Mind Control skill on a PC. If the PC fails his Will roll, the wizard gets to make him do stuff. Most players won't complain about that. I see no reason why the same can't be done for the talented social operator NPC -- "You like this person--they are extremely trustworthy...etc" A good, mature roleplaying group could handle this, and separate the PC knowledge from the obvious player suspicion. Thoughts? This is very much a Social Engineering issue, so I'm curious to hear from Bill and Kromm if they are around.
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-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
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#2 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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What's wrong with the existing rule? IME it works and doesn't totally dictate player choice.
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#3 |
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Join Date: Aug 2004
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There is information on this in Social Engineering.
The one method that I like to use is the Influence skill vs. Will/Influence skill roll and if the pc fails their margin of failure is a penalty to all actions pertaining to that the NPC was trying to get the pc to do if they go against the results of the roll. This way the pc gets to keep their power of choice but there is a mechanical penalty if they don't role-play what the dice (and their character attributes) have dictated. And I do disagree with you on a point. Social skills are not the same as magic. I don't care how beautiful a person is or how persuasive, they doesn't control my will. They may influence it but I still have a choice. A magic spell like Charm takes that choice away.
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"First Scarran you see, you tell him who his daddy is....tell him Dargo!" |
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#4 | ||
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#5 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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I don't treat Influence rolls, or social skills, as equivalent to Mind Control. Loss of volitional control of one's actions is not part of the normal range of human experience; it's a sign either of psychopathology (which the player controls by choosing to buy a mental disadvantage with a self-control roll) or of paranormal forces (superpowers, psi, divine intervention, brain implants). And players are there to play their characters, not to have the GM dictate what actions their characters will perform. Bill Stoddard |
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#6 |
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Join Date: Nov 2011
Location: Seattle, WA
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I guess this is really a metagame issue. And I'm hopeful I'm worried about a non-issue. After all, if a player decides his PC hauls off and shoots an NPC for the crime of being socially astute and/or charismatic, said PC has lots bigger problems in the end.
Still, would you apply the penalty to ANY skill roll in such an instance? If a very charming NPC makes a Diplomacy check vs an PC, should their Guns skill be penalized because the NPC is silver-tongued? Volitional control is very sacred, and social skills are not magic...it just seems a might one-sided that PCs have carte blanche, while NPCs can be placated with a good set of Reaction Roll mods!
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-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
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#7 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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If the PC's reaction to a good, convincing talk was to immediately shoot? Sure, it represents hesitation on the first shot caused by all that influence. After the first shot, I'd either remove the penalty, or reduce it very, very rapidly (e.g. halve each roll, until -0).
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#8 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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As to PC/NPC comparisons, it isn't automatic that NPCs can be placated. If the cops find tortured children chained to your basement wall, it isn't going to make any difference that you have Very Beautiful, Voice, and Charisma +4; you're going to get a Bad reaction, at best. And it's not likely that you'll be able to change that with any sort of Influence skill. Admittedly that's an extreme case, but the GM is perfectly in order to decree that NPCs won't be influenced in some minor matter if there's good reason for them not to be (like it's their job to do it a certain way). And this applies the more strongly to important NPCs whose actions are shaping the entire storyline—because such NPCs can be assumed to have conscious purposes for their actions. Now, what I might well be willing to say is "she looks really attractive to you" or "he scares the hell out of you" or "you're not sure how to answer what she just said." That is, I'm willing to describe the emotional state that results from an NPC's actions or attributes. But the player gets to decide how their character acts on that emotional state. Player characters have free will. But narratively important NPCs can have free will too. Bill Stoddard |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#10 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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| Tags |
| influencing the pcs, social engineering |
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