Re: [Living_Greyhawk] To Mod writers: The Diplomatic Solution
- On Sun, 31 Jul 2005, "Josh Kaufman" wrote:
> > I write modules where diplomacy can really help you but generally II'm trying to think of the number of mods that reward and don't
> > rather let players to actually roleplay these situation, imposing
> > hefty circumstance penalties (in module) if the first reaction from
> > players is to say 'I roll, he should like me now, right?'
>I think this is a bit extreme. Different players approach modules
>differently. Sometimes players are hefty role-players. Sometimes
>players just like to roll dice. Ultimately as a GM/writer, you
>should try to accomodate both types of players, and not punish or
>reward one or the other too signficantly.
punish players who don't like to roll dice and just like to
role-play. Small list, but maybe I need another cup of coffee on this
David W. Baker : dwb@... : <http://www.netspace.org/~dwb/>
- On Mon, 1 Aug 2005, bokelightbringer wrote:
> Also, related to #2, if the Player doesn't say the gist of hisIf a player wanted to make a "bare" diplomacy check, I'd be willing to
> approach the DM can't even know what skill to use!
> "I use diplomacy to make the orcs go away."
> doesn't tell me enough to adjudicate it.
reverse-engineer the lead-up dialogue with the player once we know the
result. That said, the outcome for me is always the target's attitude
towards you, not the target's actions.
"Alright, you got a total of 38 on your hasty diplomacy check. That's
enough to change their attitude from hostile to friendly. So, what does
your character say in game that justifies that change? I know you want to
persuade them to go away, but let's see *why* they like you first. Once
that's sorted out, you can talk with them in character and try to get them
to change their plans."
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