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MagiSter
magister

Fri

Dec 15
2000

15:24

Persuasion and PCs

Jennifer,

How about if you have them make the roll (or you can make it) and if the character believes what is being said, tell the player, "You know, Dr. Awesome believes that pigs are flying.  What does he do about it?"  That way you've narrowed the framework of the player's response to a reaction as opposed to an action.  Presumably the players could deal with roleplaying a silenced or immobilized character; they should be able to handle one who is "under the influence".

Joe

--- 
> wrote:
>Ok, here's a new topic that I face Friday eve (and in general).  I'm 
>running a Brave New World game (if, by the strangest coincidence, any 
>of my players are on this list, you may go away now.  Not for you.). 
>It's a superhero game, with very low-level powers.  One of the powers 
>available adds to a char's charm/persuasion rolls.  Described in the 
>text as "someone who can sell ice makers to Eskimos."
>
>It isn't mind control, but rather that whatever they say seems to be 
>reasonable.  The PCs are going up against one of these types of chars 
>in the next confrontation (may not be a fight...you never know with 
>these guys).
>
>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 
>know Something Is Up, and many players hate being told how their char 
>reacts.  Now, it is a superpower, but I don't want to be too obvious 
>about it.  It isn't supposed to be an obvious kind of thing.
>
>My plan as of now is to allow them to react as they wish as long as 
>they aren't completely against the situation...and make them roll 
>otherwise.  Sure, they'll get bonuses for it being a tense situation, 
>but even still...this is a power after all.
>
>I don't even know if I've explained the problem well.  It is an issue 
>in any game where there are rules for influence, etc.  The players 
>get to roll to use the same powers on the NPCs, but you shouldn't 
>dare ask them to roll against an NPCs attempt.  And sometimes, they 
>refuse to react when the NPCs do the same things they do 
>(Intimidation has been, on occasion, a great example of this.  The 
>PCs can intimidate all they want and get huffy if it doesn't 
>work...but they are *never* intimidated).
>
>Any thoughts or advice?
>
>Thanks,
>Jennifer
>The White Crow
>FUDGE Deryni and Brave New World stuff:
>http://www.io.com/~whytcrow/
>"I love being married. It's so great to find that one special person you
>want to annoy for the rest of your life." -- Rita Rudner
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