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Re: [DL] persuading against the odds
Phadris@aol.com wrote:
> Pat writes:
>
> > If teh player says, "I persudae the Agent" I
don't care if
> > he rolls 167, it ain't happening! If he RPs
a nice little
> > exchange, though, I'd let a few things
slip. Nothing
>
> Hmm … this has become a peeve of mine, one
who's resolution I'm not
> completely clear on what I want to see. But
my current thinking goes like
> this:
>
> You want to ride a horse, you roll some dice.
>
> You want to draw and fire a gun, you roll some
dice.
>
> You want to climb a rope carrying a ten-pound
sledge in one hand and a
> shotgun in your mouth, then do a dismount Lara
Croft would envy, you roll
> some dice.
These are all actions that can not really be
roleplayed. The persusaion, intimidation, tale
telling all can be roleplayed out.
> But you want to smooth-talk your way into an
awkward situation, it seems a
> lot of Marshals (refs, game masters, what have
you) expect you to come up
> with a compelling argument that you present
instantly, eloquently, and
> completely in character.
>
> Now … I'm not an expert gambler, but I might
play one in my game. I'm not a
> fire-and-brimstone minister, but I might play
one in my game. Sometimes I
> play characters that are spiritually or
mentally better at something than I
> am (and maybe even, dare I say it, smarter
than I am), and I'd like to think
> the dice LET me explore these fantasies
without me needing to become that
> character.
>
> I know, it's boring as hell to see someone say
"I smooth talk him. I rolled
> 167." It's exciting to see someone so
completely in character that everyone
> wants to throw white chips at his feet. But …
not all the players are this
> compelling, this engaging, this dynamic.
Maybe a successful high die roll
> should let a player sit back a moment and come
up with his compelling
> argument. Maybe he should be able to stumble
his way through an explanation,
> and the high die roll should induce the
Marshal to think of how this might
> work if the character were saying it a little
bit more charmingly.
I will let my player roll the dice but when the
person is ont very willling I want them to come
up with what they said. The better the roll the
less specific but they have to know wht they were
going to say.
One time I had a player give a great tale to the
town of what the evil was but then botched the
roll. The player came up with a quick explantion
since his pants had been on fire people were
starting at what was hanging out of his backside
so they ignored his words at first until he said
something along the ways "um there was this bad
thing and we killed it"
Spacedog
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