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WhytCrow
whytcrow

Fri

Dec 15
2000

04:12

Persuasion and PCs

At 10:33 PM 12/14/2000, you wrote:
>On 14 Dec 00, at 14:50, whytcrow@io.com wrote:
>
> > I hate to have everything come down to a die roll:  "Roll your
> > Scrutinize vs his Charm."  That is anti-climactic, let's the players
>
>Unless your players are very good at firewalling - or they're in
>pbem where there's a sort of natural insulating effect - I'd be
>tempted to say this is something that can't be done.
>
>It's the tip of the iceberg for the entire "character social skills vs.
>player social skills" monstrosity.  If your character hasGreat
>Glibness and your player has a stutter, what /can/ you do?

I have less problem with that aspect than I do when magic/superpowers come 
into the equation.  I work around the social issues of the players, taking 
them into account in dealing with NPC reactions.

But this is getting the PCs to act according to NPC influences.  THere's a 
mechanic in the game for it, but that's not an answer. If it were a mind 
control power they'd be fine with it.  Ok, not *fine* with it, but they'd 
understand even as they griped about how much they hate mind control. 
;)  But getting them to accept that the bad guy tells them not to shoot, 
and having them do it--that's the hard thing.

I don't want to rely on a die roll.  So how does one get across that the 
characters would be feeling something (even if it is of unnatural origin, 
they won't know that) without "forcing" them to abide by a straight mechanic?

Jennifer

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