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RPGnet Columns
10-17-2003, 06:40 AM
Post originally by Ringwraith at 2003-10-17 05:40:40
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The way I'm planning on running things for my upcoming D&D game goes something like this.

All NPCs have a starting attitude towards the PCs (as stated in the DMG), which is Indifferent in not otherwise specified. If the PCs want to ask him whether he's seen Joe Bloggs go by, the players can ask him. If he's indifferent or better, he's likely to tell them then go back about his business. If they want to press him ("Didn't I see you and Joe Bloggs talking to those smugglers?"), they can do it with a Diplomacy or Bluff check (as appropriate), opposed by his Sense Motive.

If they want to shift his disposition toward them, they make a standard Diplomacy roll. Their actions are still roleplayed, but as a happy person, not as an indifferent person.

So, it sort of means there's a balance between player advantage (because it sucks to make a speech worth of Shakespeare and blow ity because your character sucks) and PC ability (because it sucks to have a Diplomacy modifier of +36 and blow it because you can't talk).

Did any of that make sense? :)

-RW

RPGnet Columns
10-17-2003, 07:07 AM
Post originally by allthumbs at 2003-10-17 06:07:15
Converted from Phorums BB System

Another problem with social situations is that it typically the most dramatic way for GMs to get plot points across to the players. If a party needs to get a bit of information from an NPC to advance the story, and the scenario as written makes one person responsible for delivering that information, the characters _have_ to succeed at a social roll - or the GM needs can remove chance from the mix and do it herself.