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#1
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Moving Target ![]() ![]() Group: Members Posts: 611 Joined: 21-October 03 From: Yorkshire Toxic Zone Member No.: 5,752 ![]() |
Quick show of hands - PCs using leadership on other PCs to get them to do what they want when the players/characters can't agree. Is this acceptable use of the rules as written, or should it be used only on NPCs?
I think its something that should be discouraged, but still quite happily allowed. I tend to take the view that if it can be used by PCs vs NPCs, then it should be usable by NPCs vs NPCs and NPCs vs PCs and PCs vs PCs if desired. And if it can't be used against players, then it can't be used against anyone else. Had a player complain about it last night is all. We were on a corp military style campaign, and the commanding PC gave another PC an order which he refused. It was mid combat, so I ruled a successful leadership test could force the issue. A different player to the one 'ordered' complained and said that it was sucky. Hell, i was just trying to move the game along a bit faster and to cut down on unrealistic conversation during combat, but the player seemed really offended. Have I overstepped a line somewhere? Oh, in case I need to say - this is SR3 not SR4. And the guy with the leadership skill only got one success, so I ruled that the ordered player still had a choice but was 'inclined' to go along with it for now and argue about it later. |
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#2
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Moving Target ![]() ![]() Group: Members Posts: 908 Joined: 31-March 05 From: Georgia Member No.: 7,270 ![]() |
I can understand why you did what you did. (the hurry up and get on with, and No you can't have a Lincoln vs. Douglas debate in the middle of a 3 second combat round). but its not something I would have ever done. I've always felt like players needed to control their characters actions, and not have them forced by a set of dice. What I hope as Gm is that characters will be realistic enough in their roleplaying.
Should an NPC force a character's action because he's got Intimidation 8? No. But hopefully by your description of the scene the player can realize that his character SHOULD be afraid of the NPC. If players don't give their characters reasonable reactions based on their characters, than simply don't provide them with karma points for good roleplaying. |
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#3
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 ![]() |
I'd give or take away some karma, depending on stats. If someone's playing an officer, has a high charisma, has some leadership score, and tosses an order to an enlisted man in his "unit," well, the enlisted guy's reflex action should be to follow the order. In a social situation with other characters, I find it's best to role play things out, but the guy spent a lot on skills and appropriate attributes, etc, for some reason, didn't he? Keep dice out of it if you can, but as a last resort, it might be necessary. Officers give orders, enlisted men follow them. If the player feels that's unfair, fine, he can firmly stand his ground, grit his teeth, and keep on soldiering outside the chain of command.
But, see, that can get people shot, in real life. And I'd imagine disciplinary actions in a merc company are pretty harsh, too. Likewise, it should have some consequence in game (though maybe not his death, outright). If someone "plays along" and does what the officer says (whether aforementioned officer is giving them a numerical bonus thanks to Small Unit Tactics at the time or not), he might get an extra couple karma at the end of the session, for being a good sport and staying in character. If someone doesn't? Fine. Dock him for poor RP, or (ideally) RP out the consequences in-game. Make him learn the chain of command exists for a reason, by taking some of his pay, giving him a bit of a beating, or making up some other punishment that particular merc squad would make up for insubordination and disobeying a direct order. |
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#4
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Moving Target ![]() ![]() Group: Members Posts: 611 Joined: 21-October 03 From: Yorkshire Toxic Zone Member No.: 5,752 ![]() |
Thanks for your thoughts. the commanding player is already working out what charges to bring the other character up on once they get back. The player was roleplaying - the character's a Fox shaman, so he's not really an 'enlisted' man, but they are supposed to have been through the training and the indoctrination and all that. It was a different player who was complaining on general principle about the use of the skill.
I agree that PCs should have as much choice as possible about their actions, but I don't see why they should get to ignore the results of a check like that when NPCs can't. I think its up to them to roleplay the results, not what they would want. Otherwise where does it stop? 'I don't want my character to get shot so that roll didn't count?' That's my view - but it is subject to change. I'm interested in the consensus so I can modify my actions next time. I wouldn't usually do it in a normal SR campaign, this is true, because shadowrunners tend to be a very individualistic lot - you start throwing orders at them and even if you win they'd probably start a fight rather than admit their own opinion was wrong! In this campaign and specific situation though (if you're interested - a military style campaign, where all were linked via battletac and gaining a VERY hefty bonus to reaction or combat pool thanks to the skill and tac puter of the commander who just gave an order because your cover's blown and so the plan has now changed) i think the use of the skill was justified. What I'm really asking I suppose is do you think the third players complaint that Leadership is not a skill that should be allowed to be employed vs players is a valid one? H'mm. Probably should have mentioned that first... |
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#5
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,328 Joined: 28-November 05 From: Zuerich Member No.: 8,014 ![]() |
I'd lean to "player ultimately chooses what his or her character does" - but that's all. A player can refuse an order even with the leadership skill in use, but he can't decide that the order was wrong and his character therefore in the right to refuse, or what consequences refusing the order will have, etc.
But then, I do some of that for NPCs too. Some you will be able to order around, others you simply won't get to order around no matter your leadership skills, due to other factors (hidden agendas, conscience, distaste or hatred for authority, mental issues etc.). |
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#6
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 ![]() |
I'm of the opinion ANY skill can be used against ANY character -- player, NPC, minor bit part, Ryan Mercury, whatever. You can always try. Intimidation is gonna get you farther against some hobo (who knows a secret you're after) than it is against Lofwyr (who might feel a bit of amusement before calling your bluff), but you can always get your dice and make a roll.
If one player wanted to shoot another one, would you let him? Or is Pistols not applicable against other PCs? What if one botched a Throwing Weapons roll and a 'nade landed where it would blow up his buddy -- is that one on the list, too? Oh, wait, what about Sorcery? Does it only work for certain spells? I say you let anyone roll whatever they want to roll, whenever they want to roll it. Would I prefer two of my players role playing? Of course. But if that doesn't cut it, and one guy's got a high Intimidate (or Leadership, or Negotiation, or whatever) skill that he paid for fair and square... well, roll dem bones. Tally up the modifiers like normal, and then leave it to the characters to work out -- and if Character A should have Character B cowed and intimidated, but Character B decides not to play along? Dock 'em some karma. A smack where it hurts should let them know to get in character a little better, and to remind them the rules apply to everyone. Don't take away control of their character entirely, no one's going to use Leadership to command someone to piss themselves, or something, no matter how well they roll being an inspirational leader just doesn't work that way... so leave it to the PC to role play, but, hey. Role play it. Social skills exist on character sheets for a reason, as does the Willpower attribute (used to resist most of them). If one player wants to take charge, and has a sheet that backs it up, and the other character should be the sort who's still got schoolyard bullies pushing him around because of his low self esteem -- heh. You makes your characters, you takes your chances. |
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#7
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Awakened Asset ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,464 Joined: 9-April 05 From: AGS, North German League Member No.: 7,309 ![]() |
Generally: It can be rolled, it should be roleplayed. Orders can and will be disobeyed. In your case, that should only be the case if said orders where not sensible at all OR there was a strong character motivation to do something else.
As a human: You force me to make my character do something I don´t like. I can deal with that. Do it to often, or if I (not my character) really don´t like the way it is done, and I will search for ways to ...rectify... the situation. As was said, it´s okay, but take care. |
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#8
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Canon Companion ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 ![]() |
I think it is quite a bit easier to influence a PC to do something disadvantageous to himself than an NPC simply because the way the rules are written. If a PC were to influence another and the other PC's player wasn't going to play along, then the other PC would not get karma for good roleplaying but his present karma would not be deducted. But if the "leader" was to order the "follower" to do something really stupid, then that player is not roleplaying well and he gets less karma.
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#9
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Shadowrun Setting Nerd ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 3,632 Joined: 28-June 05 From: Pissing on pedestrians from my electronic ivory tower. Member No.: 7,473 ![]() |
Absolutely. I agree with Critias 100% that anyone should be able to try to do anything in Shadowrun, between PCs, NPCs, or PC & NPC. One of the things that appeals to me most about SR is that it is a game that has very few absolutes. There is no reason I can see why you can't use the Leadership skill against another PC, and assuming you win, role-play out the consequences.
No... Hell no.
I would be very much inclined to agree with that because, 1) it makes sense, 2) it's just better role-playing.
I see no problem with using Leadership with other PCs, even (especially) if they're shadowrunners. You know why? Because if your PC doesn't want to be ordered around, and dice do have to be broken out to resolve the issue, there is an existing mechanic for it - It's called a Base TN of 16 (The target PC is Hostile and PC's order is disastrous to the Target PC's sensibilities). If a PC then manages to roll a 17 then it should stand to reason that the dice reflect that in spite of the circumstances the PC rolling Leadership managed to give an order than got through the other PC's skull. But also, if they don't want to allow Leadership to apply, then whenever that PC rolls SUT they don't get the bonus because SUT is giving orders. And if your players refuse to take orders from another runner, well, so be it. No dice (or init) for them. Consistency can be a bitch sometimes, but it happens.
As much as I agree with you, and as much as I am of the position that anything that has stats can be rolled against anyone or anything, I do see a significant disconnect simply because social skills in SR mean very little, even (close as I can tell) to the devs themselves. I also find this thread amusing because on Tuesday I just finished writing 20 pages of social skills rules (and that's without the examples or the situational modifier chart that's going to be much longer than SR3's or SR4's) for my own revisions to SR, and when all was said and done and I had written more on social skills in two days than AFAIK all has been written in SR ever, it struck me that there is a reason for that; mainly insofar as people either RP social skill tests out, or they just don't really give a damn. Of course, the problem with just roleplaying, which is what I prefer doing, is that I wrote 20 pages of rules because not everyone can roleplay social skills in the same manner than other skills are so easily abstracted. Shooting a gun, driving a car, casting a spell are all made better with good RP, but at their heart they do revolve around dice tests which can be summed up as "I shoot/drive/cast a spell at X" and people have no problem accepting that, but when it comes to social skills people tend to get bunched up unless it works in their favor (which usually means Face PCs wanting to exploit the fact that they can on paper out talk almost anyone), and like I said above, consistency has to be maintained once you accept that anyone can do anything to anyone else in SR. I play a Face (social adept, actually) and while I was going through the rules I faced the fact that no one bitches if a player who's never seen a real gun plays a pistols 9 PC who can do damn near anything in part because role-playing combat is actually really easy. Role-playing social skills is not, especially once you get PCs with Negotiation or Leadership skills at 5+ because role-playing a cutthroat negotiator is not that easy, and as much as I trust my own bullshitting skills and knowledge of conflict resolution, game theory and social engineering, my PC is rolling (depending on the skill) 7-10 dice with negative TN mods, and rolling in the teens is not uncommon (highest roll on Intimidation was 17, Negotiation was 23). Sometimes, it's just easier to roll dice when things become heated because 1) it saves time, and 2) it ultimately relies on your PC's skills in the given area, and not your own. I would be hard pressed to find someone (well, there is one guy) who never rolls for availability or contact info, or even SUT. But somehow it's okay to draw the line at giving one kind of order even after the PC won the test, while orders of another kind (SUT) are just followed without question? That's not exactly the spirit of fair play, more like the spirit of being an f-ing munchkin tool. In this particular instance, you won. By the very nature of the rules he follows the order. He can bitch about it, follow it loosely (or exactly, whichever would annoy the PC who gave the order), and will probably need to be compelled to follow another (more TN mods for Leader), but dammit he lost, you won. He has to follow the f-ing order. And it does matter because it is the same thing as if you shot him. He can't not take the wound. You rolled the dice. He rolled the dice. You fucking shot him! You need consistency, or otherwise you're playing Calvinball. And Calvinball SR sucks. |
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#10
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Moving Target ![]() ![]() Group: Members Posts: 332 Joined: 19-September 05 From: Nashville, Tn Member No.: 7,761 ![]() |
Well... IMO
This really all comes down to players meta-game knowladge. this is something i have to deal with alot. as I'm sure we all do. I make my playesr roll on social skills aolt, some times i even roll for them behind a screen. I do my best to keep them blind as to what and why. some times i will not even descride a Npc till the roll social. Ofen i will tell them wrond information if they roll badly. It's like training a dog. you have to be consistant with the rules or they will make a mess on the floor. :spin: |
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#11
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
i try to avoid having players roll social skills against each other. that's something i feel can generally be better handled with rp. that said, i think that the GM made the right move in this situation. i'd encourage him to make sure it doesn't happen too often, but in the situation described, i don't see any real issues.
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#12
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,070 Joined: 7-February 04 From: NYC Member No.: 6,058 ![]() |
I think the rules probably allow the use of the Leadership skill in this way, and I don't think it's wrong for a GM to rule as you did.
That being said - my opinion on the matter is that, short of magical mind control, or chemical interrogation (or some other exceptional set of circumstances) the GM or the other players have no business making a character do something the player doesn't want to do - ever. Especially when it comes to an issue like trying to get someone to do something they don't want to do, in three seconds, in the middle of a fight. The rules are simplistic out of necessity, but applying them too literally tends to produce results that are not reasonable or belieavable... If someone is determined that their character is stupidly stubborn, let them. Just make sure the consequences of that also play out in a logical fashion. |
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#13
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Moving Target ![]() ![]() Group: Members Posts: 257 Joined: 25-May 05 Member No.: 7,414 ![]() |
The PC was never forced. Make the roll and be clear about the results of the roll. The player still has the right to go against the roll, but doing so would come out of the Role-Playing portion of his Karma reward. [edit] Wait, Critias said almost exactly the same thing above. I have added nothing to this thread. I deserve your shame and ridicule.[/edit] This post has been edited by The Stainless Steel Rat: Dec 2 2005, 07:13 PM |
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#14
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 ![]() |
That's allright. Normally I just spew sarcasm, cynicism, spite, and vitriol. I don't blame folks who sometimes don't read my posts.
*sniffle* If anyone needs me, I'll be over here, talking to myself. |
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#15
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,070 Joined: 7-February 04 From: NYC Member No.: 6,058 ![]() |
I didn't say the PC was forced. The second paragraph is just my opinion on the issue of using social skills vs. PCs in general, not on how you handled it in your game. |
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#16
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Shadowrun Setting Nerd ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 3,632 Joined: 28-June 05 From: Pissing on pedestrians from my electronic ivory tower. Member No.: 7,473 ![]() |
You forgot "dying" because unless they're me, most people would rather not have their characters get killed, but sometimes it happens.
You know, I'd support that argument more if it wasn't the basic fallback position of the worst min-maxer I've ever known (he's a good gamer, but he's still a min-maxer). You know, I'm only going to follow the "logical" outcome when it suits me and the rules are stupid and I know better, but if there's a logic flaw that I can drive an RV of Doom through, then so be it. I'll exploit that logic flaw, while in the same breath insist that I be allowed to break the rules (or ignore them) because they aren't realistic or logical. You can't have it both ways because it messes with consistency (plus it's just pathetic, to be perfectly honest), and consistency is your buddy when you're playing a game that has a whole mechanism set up to abstract actions using dice. |
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#17
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,070 Joined: 7-February 04 From: NYC Member No.: 6,058 ![]() |
So just because you know someone who uses a similar argument to try to have it both ways, it means that I somehow automatically fall into the same category? Yeah, that's great logic, right there... You're not even making assumptions about me based on incomplete information - your're falling back on imaginary information... As for the dying bit... That's simply not a consistent analogy. Being forced to have a character commit suicide would be - and I'd agree that's also something a player should never be forced to do. Just as I'd say no one should ever force a player to have his character jump out of a window, but you won't find me arguing that having gravity happen to someone is unfair. |
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#18
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Canon Companion ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 ![]() |
I've been reading up the Social Skills rules for Leadership and... I'd house rule either of these 2 ways:
1) The PC who is being successfully influenced thinks that the idea is good or he should go do it(unless brought up short by some other game mechanic like Common Sense or psychotropic conditioning), but the final decision lies with the player and the "order" may end up twisted from its original idea. 2) Flat out no to PC-PC Negotiation and Leadership. Reason? Look at the Social Mod Table and you'd see that all modifiers for Leadership and Negotiation refer to NPCs only which I take to mean that the Lead/Nego rules were not intended to be used on PCs. |
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#19
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Shadowrun Setting Nerd ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 3,632 Joined: 28-June 05 From: Pissing on pedestrians from my electronic ivory tower. Member No.: 7,473 ![]() |
HAHAHA
That's awesome. Really. Let's start making exceptions for all physics, life and death, and so on. And where shall we draw the line? |
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#20
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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 7-February 03 Member No.: 4,025 ![]() |
(shrug)
I wouldn't let a PC influence another PC with a social skill. Just me. Could use the skill to influence how third parties would regard the interaction though: "Yes, your honor sir, the Captain gave him a clear order." This seems to be a small part of the uber-debate of canon vs. "wing it." I'm a "wing it" guy. Doesn't mean I think those who disagree are wrong, just that I wouldn't like playing that way. |
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#21
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Target ![]() Group: Members Posts: 45 Joined: 31-March 05 From: Seattle Member No.: 7,269 ![]() |
It's a question of how much the players metagame. That is, using info outside of the game to influence the character's decision. A player can swallow the idea that the Leader has used his Charisma, force of will and persuasion to make his character honestly believe it's a good idea to do what he's told. Or they can piss and moan.
The way I see it, it's no different than a player failing his check to see if an NPC is lying. Or failing the resist test for invisibility. A good player will accept that the character has only certain information available and will act on that info. A bad one will bitch, capitulate to what the GM says, and then try to weasel around it. It bugs me when a character mysteriously starts cycling through his various vision enhancements just because the player was told to roll a resistance test. I can understand the rub of having lost character control, but I don't see that as different than a GM using Control Thoughts on the PC. My players hate that too. |
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#22
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Target ![]() Group: Members Posts: 45 Joined: 31-March 05 From: Seattle Member No.: 7,269 ![]() |
What if one PC lied/fast-talked to the other? "No Mr Very Touchy Troll, the Johnson didn't just insult your mother. Honest. There's no need to go ape-shit." |
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#23
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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 7-February 03 Member No.: 4,025 ![]() |
I'll presume that wasn't rhetorical.
I'd let the Troll's player decide whether to buy it or not, figuring he would do something appropriate to the character. Is he a touchy troll who doesn't pay attention? Is he a touchy troll who hates suits? Is he a touchy troll who unerringly trusts his close buddies? Thank you for respecting that, even if you don't agree. |
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#24
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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 7-February 03 Member No.: 4,025 ![]() |
First paragraph: I agree, but as a GM, I prefer to sort out what the character knows (or beleives) along with that player's character, without resorting to dice rolls. Second para: I agree, so I sometimes don't resort to dice rolls for a PC to determine if an NPC is lying. Third para: I agree, I hate that too, but a good player won't always wait for me to roll some dice to figure what his character perceives or thinks. Fourth para: I agree, control thoughts is a nasty thing to use. I avoid it, and I would use only with careful consideration for the player. |
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#25
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Moving Target ![]() ![]() Group: Members Posts: 177 Joined: 21-October 05 From: In a Starbucks™ café near you Member No.: 7,870 ![]() |
Do you guys allow PCs to roll Intelligence to come up with brilliant schemes and/or keep them from doing stupid things?
Depending on how you think about it, this isn't necessarily relevant to the matter at hand, but I'm just curious. |
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#26
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ghostrider ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 ![]() |
If the game was a concept game, such as a military team with an actual in game leader, then I would consider allowing it.
99.999% of the time, I do not allow the use of any social skill on another PC. I'd say never, but there's that hypothetical situation out there. |
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#27
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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 7-February 03 Member No.: 4,025 ![]() |
Allow them to roll? Sure. If they ask. But then they're asking me to play their character, in some small way. I don't like it. More likely, if a good player is playing a really smart character, he'll say something like "I'll study the blueprints for hours to find the route that takes us past the fewest sensors." And I, not wanting to draw maps with the sort of detail that his character can make use of, will say "Okay, so you're pretty sure you've got the best route picked out. But you're not sure if there are any modifications, since these blueprints are six months old, and there's no accounting for the human element on these plans." Then, I'd adjust my planned challenges for sneaking into the place based on the character's choice to study the plans, and the player's choice to prepare in a characteristic way. Or something like that. If they were doing something stupid, and they had a stupid character, I'd reward them. If they were playing a smart character, I'd probably just tell them it's stupid. |
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#28
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Moving Target ![]() ![]() Group: Members Posts: 164 Joined: 7-July 03 Member No.: 4,891 ![]() |
I would never permit a PC to control another PC's actions with skill use, at least not in Shadowrun. I might in D&D, where the advanced skill uses are basically magic anyway. I wouldn't permit NPCs to control PCs with skills either.
caramel frappuccino: No, but I do permit Intelligence (or Security Procedures, or Magic Background, or whatever) rolls when the players forget things that I believe the character would definitely remember. |
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#29
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Target ![]() Group: Members Posts: 45 Joined: 31-March 05 From: Seattle Member No.: 7,269 ![]() |
Do I allow an Int check for horrendously shitty ideas? Oh yeah. It's generally because the players forgot about some clue from 3 sessions ago that would convince them their plan is horrible. The characters would probably remember those little things.
Do I allow an Int check if they are totally stumped and need to work past a problem? No. If they inquire about a specific knowledge skill, I'll let them roll to get a clue. |
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#30
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 ![]() |
I would never compel a PC to react a certain way to a social skill. I would let the dice influence how I presented the situation to that PC, and even resort to penalizing the PC on karma if the player completely ignored the dice rolls and descriptions.
The first reason that I feel this way is because losing control of how a character is played is something most players hate, and rightfully so. It disrupts roleplaying and ruins fun. You might as well just have the GM read a book to you. The other reason that I feel this way is because the player is the only one who really knows what makes the character tick. There are probably things that the character would never do, or allow, and things like that should not be overridden by the roll of the dice. On the flip side, I would play fleshed-out NPCs the same way. In other words, if the Johnson is a lesbian who is virulently racist against orks, the male ork ganger will not manage to seduce her, even if he rolls a 29. Personally, I have seen a lot of examples of social skill usage on this board that have made me cringe. Social skills should not be treated like mind control! Negotiation lets you get the best possible deal out of someone - but they still won't sell you that item you really want at a loss, unless you are somehow conning them as well as merely bargaining. Leadership can make people look to you for guidance, but that doesn't mean you can command a stranger 'Kneel!" and roll for it (unless you're in an S&M bar or something). |
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#31
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Uncle Fisty ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 13,891 Joined: 3-January 05 From: Next To Her Member No.: 6,928 ![]() |
The problem, as I see it, is one that comes up the most often:torture. The original Harlequin adventure hadnles it pretty well IMO.
here's the prob: character is chained down to a metal operating table, butt naked, has had three fingers chewed off by a hell hound, been starved for three days, and kept awake for two. Character is currently being electrocuted, with glasses of cold water being poured on to them. The torturer is asking the PC's character 'where is [insert plot device here], and I'll stop. Don't and...' lifts up a pair of nutcrackers for the male character to see. Now... if a PC were to do this to an NPC with a will of say 2.. .they'd break in an instance. But change it around a little bit, you could say that one PC was doing this to another PC, willpower 2, intimidaaion skill of toruter an 8, whatever. Now, by saying that a PC cannot make socail rolls agianst another PC, the torutred character could say IC'Frag you!" OOC I spit in his eye. And that's complete bull. It's just not in the dice. It's an extreme example yes, but that is what you are ineffect saying when you say that PC's can't use social skills on another character. Back to SLJ's example what if the player just is not a smooth talker, but wants to play a Face character .it is a fantasy game, and soem people just want to play to do things that they can't do in real life. Most people that role play can't really climb a wall, or even a rope. But I'll bet that 90% of their characters can, just by rolling a dice. So why can't they roll for social skills if the player isn't capable? More to the point, why is it that the Face that seems to be abel to get what ever they want from any NPC hits a brick wall when trying to convince a PC to buy him a drink. Player #1:"come on man... buy me a drink, I'm broke". Rolls negotiation - 13 Player #2"uhhh... no" - just because the player doesn't want to Bull shit |
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#32
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Free Spirit ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,950 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 ![]() |
I felt the need to quote this because the way the rules are written succeeding with a Leadership roll is as effective as succeeding with a mind control spell. No, PCs do not like having other PCs (or anyone for that matter) using Control Thoughts or Influence on them, but it can happen. If the GM allows these type PC on PC spells, they should allow PC on PC use of social skills. And they should allow the repercussions that follow when the target PC is not being influenced.
I think he meant more like the outcome of a combat roll was the PC dying. The PC probably does not want to do that either.
Think in a situation like you are presented at a royal court or at a religious ceremony. In both situations people are compelled to kneel or bow or all kinds of things. Not doing it takes quite the force of will. |
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#33
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,070 Joined: 7-February 04 From: NYC Member No.: 6,058 ![]() |
Right... Because being forced to do something, and having something happen to you are the same exact thing. :S |
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#34
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 ![]() |
But that's just it -- someone rolling a skill (be it Pistols or Leadership) is them "having something happen to you" if you look at it one way (a bullet enters your face, or orders enter your ear) and they're also both "being forced to do something (bleed and die, or follow an order). How is one skill able to be used on a PC within the rules of the game (using target number modifiers for visibility, range, cover, stats for armor, weapon, ammo, and an active skill) when another skill is magically unavailable for PC-to-PC use without that character's express permission (using rules for street reputation, differences in attributes and abilities, situational modifiers as per the chart, and an active skill). Ignoring a social roll against another PC is on par with ignoring any other roll in the game, I'd say. Someone paid skill points for it, let 'em fucking use it. |
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#35
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Free Spirit ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,950 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 ![]() |
And comparing Control Thoughts (which many seem to allow PC vs. PC) to Leadership, the Leadership skill probably cost more to get at an effective level than the Control Thoughts spell did. (Yes, you need Sorcery to cast it, but Sorcery has a lot of other uses. What else is Leadership good for?)
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#36
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Moving Target ![]() ![]() Group: Members Posts: 177 Joined: 21-October 05 From: In a Starbucks™ café near you Member No.: 7,870 ![]() |
Hey Critias, since you completely parallel Pistols rolls with Leadership rolls, does that mean that if someone takes a bullet up the nostril in your game, they can avoid all damage at the expense of having some roleplaying karma docked from their endgame reward?
Sign me up, baby! |
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#37
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 ![]() |
No, they can't, but your absurd rhetorical question is duly noted.
And, generally speaking, a fair/hard-assed/by-the-book GM shouldn't even let someone lose some karma for ignoring social rolls (any more than physical ones), simply because he shouldn't let anyone "brush off" the effects of a social roll. I just suggested a karma penalty for bad RPing as a "middle of the road" option for this guy's game, because I know the DS liberals would cry even more if I stated a suggestion like "roll the dice, and do what they fucking tell you to do," as a way to handle future inter-character social rolls. |
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#38
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 ![]() |
Torture and mind control, to me, are slightly different than the use of social skills. For one thing, they don't have the same risk of messing up the character's personality, as envisioned by the player.
If your character eventually breaks under intense interrogation, or is mentally dominated by a spellcaster, then it's just a brute force thing overwhelming the character. You may lose some freedom of action, just like you would if your character gets hospitalized or imprisoned. But you don't feel that how you roleplay your character has really been compromised. Enforcing how your character responds to other characters, though, takes that away. Will your shy decker-girl, who is waiting for the right man to marry, hop into bed with the smooth-talking face, even though the character is one who would never do something like that outside of marriage? Will your embittered ganger, who doesn't care if he lives or dies, meekly apologize to the sneering suit, because he failed to resist an intimidation roll? Taking over a PC's character in such a way can ruin the character, because you can wind up completely compromising the core concept(s) of the character. The other thing about torture and mind control, and gunshots for that matter, is that they are relatively straightforward. But with social skills, the result of a "success" can be very subjective. You could wind up with a lot of arguments about just how compliant an intimidated PC will be. What will a street sammie do if he is intimidated by a ganger who gets a freakishly lucky roll? Will he inadvertently flinch, then flush and get angry? Will he hand over his credstick to the hoodlum with a knife instead of unholstering his Uzi III? Will the GM let the player roleplay something the character would plausibly do, or just take over the character? I think that social skills and high Charisma should be accounted for when roleplaying - otherwise why waste points on either - but they should not be used to straightjacket other PCs. Because how a PC reacts is such a personal and subjective thing, and since being able to roleplay your own character is such an important part of the game, I would hesitate at taking that control away from a player. I have played in games like RavenLoft with things like fear checks, and they detracted from roleplaying more than anything. Imposing reactions to social skills on players, rather than letting them roleplay them out, is the same type of thing. |
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#39
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ghostrider ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 ![]() |
Damn fine post, Glyph.
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#40
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 ![]() |
Somehow, Mal still bosses Jayne around an awful lot.
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#41
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Free Spirit ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,950 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 ![]() |
Evidently if the smooth talking face overcame those stiff TN modifiers and succeeded, she would. Maybe she thinks he is the one. It is a consequence of losing. It is going to effect the character just like losing any other dice roll will.
At that instant the suit reminded him of a reason he needs to survive the confrontation? He lost the roll. What would make the character respond a bit differently? Find that motivation and roleplay it.
Sometimes that is referred to as a character arc or character development.
Have you even looked at the rules? There should be no more arguement about social skills than your straightforward examples.
This is a better solution? One that is going to cut down on subjectiveness, minimize arguements and not make social skills and charisma a waste of points? (I can hear it now, "Be sure to put 2 or 3 points in that stuff if you plan on using it.") |
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#42
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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 7-February 03 Member No.: 4,025 ![]() |
I agree with you 100%, Glyph. Call me a crying liberal. ;)
Here's what I don't get: Some folks are saying that you're not sticking to the rules because you don't roll some dice and then RP the results. Do you have to roll the dice for everything? Is it not just as valid to point out the applicable skill or attribute and expect the player to RP or react based on that? (Edit: how about pointing out the character description? The numbers should be reflecting that anyway.) I mean, we both expect the player to respond "appropriately to the situation," right? The only thing that people are disagreeing on is how a GM is going to create the numbers to reflect what's appropriate. One side is saying: "Their skill is this, your attribute is this. Act appropriately." The other side is saying: "Their skill is this, your attribute is this. (Roll, roll, roll.) Okay, you have this many successes. Act appropriately." How different is that? Personally, I'll take the first option 'cause it's easier. Every GM is going to run into times when a character does something that the GM does not think is appropriate. So how to react? Option one: "You can't do that, it's not in character. Do this instead." Option two: "That doesn't seem to be in character, you sure? Okay, but when word gets out, people are gonna think differently about you." A few months ago, I started a thread on character development that gathered a lot of great advice. One of the points made was about "freezing" a character. That is, deciding at character creation that he is brave/loud/rude/charming or whatever and feeling unable to change that over time. Guys, the most basic principle of drama is that characters change. There is no reason that they have to stay brave/loud/rude/charming. If a player starts playing a character differently, then that character is changing. A good roleplayer will pursue that without abusing it. If they abuse it, well, then we're into a whole different discussion. |
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#43
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,070 Joined: 7-February 04 From: NYC Member No.: 6,058 ![]() |
I feel there is a distinction between having something happen to a character (gets hit by a bullet, pushed out a window, etc.) and forcing a player to have his character act in a certain way. Though, for all the excitement, I'm not sure we're actually in disagreement, since I never said that a good player shouldn't consider adjusting his actions if another PC uses a social skill on them - just that I think ultimately, it's strictly up to the player how he'll RP his character's reaction to it. |
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#44
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Shadowrun Setting Nerd ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 3,632 Joined: 28-June 05 From: Pissing on pedestrians from my electronic ivory tower. Member No.: 7,473 ![]() |
That's a pretty significant mischaracterization given the fact that I've said I prefer to RP than roll dice. Rolling dice is to settle things once and for all, particularly when there is OOC conflict about the tests. The way you write it, I'll be rolling dice for my PC more often than the rigger or decker (posibly even combined). But it is fair because it is the most simple, reliable, and impartial judge of a result. Moreover, it is the only thing everyone I play with will agree upon 100% of the time. In discussing social skills with other people along with their related adept abilities, my favorite argument is the following: A social adept with high skills, kinesics 3 and some IA dice can, with more likelihood and freqency than anyone else, convince your average security guard to take the pistol he's aiming at the PC, turn it around, stick the barrel in his mouth, and blow his brains out all over the hallway. "But under the rules, it would be a TN of 13" they say, with 8-10 dice to roll plus karma. It's not common, but it's possible. In part it is a result of the fairly limited situational modifiers table. But, even I say, it should be closed to 20-24+ under a combat situation where you don't have an exchange, you blurt out 3 words in an action before you shoot them yourself. So, of course, cries of Oh noes! Social adepts are too powerful arise in a chorus from people who have no qualms about the fact that were it pistols no one would blink an eye. And that is, at it's heart, a problem with social skills. There is, to my knowledge, no other group of skills which is so disliked when using the dice mechanics of SR3 as much as social skills (with the exception of times when they help, of course). Once you start using characters with social skills in the 6+ range, most everyone will have exceeded their capacity to wing it, especially when pitting two high skill/attr characters at each other because they know more than the player about what to say or do, and what not to say or do. Part of it is because you can't shoot your teammates or the GM or drive them off the road (much as we all might want to at times), but dammit I think that I can have a normal exchange between our characters (RP! RP!) without having to get the dice involved. Ever. That would be great, but not all players are created equally, and I have seen and have had to break out dice because the character with Negotiation 6 was being outwitted by someone of inferior stats in RP. Does it happen IRL? Yes. Is it "realistic" to have it occur? Yes. But to both, it happens once in a while. But when it happens consistently, there is at some point a problem that dice can solve and RP can explain after the fact. And then you get situations which bring us to the first post. Under the circumstances, the commander was role-playing his position and character in giving orders (as commanders do) and had the stats to back him up. When the subordinate refused to follow the order, one has to question whether the player was role-playing the situation correctly (the third party should mind his own business), and from what I can tell, he didn't. And that's when dice are broken out, because there is a conflict which at its heart is a conflict between RP, and rather than devolve into an OOC argument, it's just more fair to both sides to roll the dice and suck it up. Otherwise it just drags the whole game down for no good reason over something the players are incapable of or unwilling to accept that this is SR, their characters are not themselves, and that the game is not real life, it is an abstraction of real life with a integral mechanic for handling conflicts without players beating the shit out of each other. Oh, noes... I'm too smart/clever/realistic to roll social skills because I'm always the greatest role-player in the world. Bullshit. You have a conflict? You have a mechanic to resolve it? Just use it, RP the consequences, and move on before some sniper caps you both for arguing in the middle of a firefight. So it's not fair. Neither is being shot in the brain by a ganger who made a lucky roll, but someone who refused to follow either dice test is getting kicked out of my group. |
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#45
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Moving Target ![]() ![]() Group: Members Posts: 289 Joined: 20-February 04 From: in the matrix Member No.: 6,091 ![]() |
I have never been in your shoes with one character with leadership trying to rule the party. We hvae always decided whom the leader was. You were between a rock and a hard place. What I would do now is sit the two players down and tell them your thoughts on how the skill/ruling should go. See if they agree. See if some compromise on what should happen in the future. Most players will be willing to work this out.
I feel sorry for you and what you had to do. But that is life as a GM. dx |
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#46
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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 7-February 03 Member No.: 4,025 ![]() |
Relax. Take what I said as an opinion. I hear what you're saying, and I understand your position. I just disagree. I hope that's okay. I don't know who you think I was mischaracterizing, anyway. I was responding to Glyph's comments and to the thread as a whole. I'll ignore your sarcasm and vulgarities because you seem to be upset. But I'm hearing you loud and clear on why you like to play the way you do. That's fine by me. You needn't worry about ever having to kick me out of your group. :) |
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#47
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Target ![]() Group: Members Posts: 45 Joined: 31-March 05 From: Seattle Member No.: 7,269 ![]() |
SL James (who I agree with) raises the crux of the issue. The point to rolling dice is resolving conflicts. The GM could arbitrarily decide if a shot hits a bad guy, if the grenade does damage, or if you can see the sneaking adept. OR you can roll dice to determine the results of an uncertain situation. That's the game, and it's the same in SR4, SR3, D&D and HackMaster. We use social skill dice to do what our characters can do (that we cannot) just like we use Pistols, Athletics or Stealth.
One PC can shoot another, or use superior strength to man-handle another, or Stealth by another. Why are social skills this fuzzy special case? |
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#48
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Moving Target ![]() ![]() Group: Members Posts: 177 Joined: 21-October 05 From: In a Starbucks™ café near you Member No.: 7,870 ![]() |
Er, have you looked at the rules? The specific effects of a social skill roll are so largely influenced by GM discretion that arguments will inevitably result if he makes a bad call. In any case, while I would mandate that the player needs to take the results of a social skill roll into consideration when deciding upon his character's actions, I would never dictate his actions for him. That's just, if you'll be so kind as to excuse my French, fucking retarded. |
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#49
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Free Spirit ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,950 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 ![]() |
Maybe you need to point out the ambiguous part because it looks like a succeed/fail outcome to me. Maybe you are referring to the degree of success/failure?
So if I have a skill of 1 or 8 I never need to roll? I just base the outcome on what someone with a that level skill should be able to do, either rarely accomplishing anything or always accomplishing something? That seems to be the problem here. The PC with Leadership used it. Another PC didn't like the probable outcome. They then rolled to settle the dipute, and there was much bitching and moaning. |
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#50
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Moving Target ![]() ![]() Group: Members Posts: 177 Joined: 21-October 05 From: In a Starbucks™ café near you Member No.: 7,870 ![]() |
Indeed, that is what I was referring to. It is, if I'm not mistaken, what Glyph was referencing in his original post as well. |
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#51
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Free Spirit ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,950 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 ![]() |
It gives an example of different degrees of failure. The character that succumbed is going to do as the winner desired. The degree of success/failure is just going to determine how long until he reconsiders what transpired. In the example of the girl waiting on Mr. Right, she may reconsider as they are getting undressed, in the morning, or 10 years later. I would say as long as the influencing character is still present, they have the opportunity to continue using their skill. |
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#52
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 ![]() |
I have a problem with someone's character essentially being overridden by either another player or the GM. I think that someone with a Willpower of 3 should still be able to play his own character, and not have to sleep with, grovel to, or loan money to the characters with higher social skills all of the time.
But the other problem that I have with the use of social skills is how some people seem to think that they can convince anyone to do anything, if the dice roll is high enough. That flies in the face of realism. I may, personally, only have a Willpower of, say, 4 or so, in Shadowrun terms. But there are still things that other people cannot change about me. A drug dealer with Negotiations: 15 would still not be able to get me to try cocaine. A gay porn star with a Charisma of 12 and the "Good Looking and Knows It" Edge would still not be able to convince me to sleep with him. A brilliant political debator might be able to win an argument with me and reduce me to stuttering and stammering, but he would still never, ever get me to vote Republican. Heck, look at the rules. A runner with lots and lots of successes at negotiation still can't get the Johnson to give them more money than his hard limit for hiring runners. So I don't think negotiation can get a guard to commit suicide, a lesbian to change her sexual orientation for you, or any of the other more extreme examples that have been given. |
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#53
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Moving Target ![]() ![]() Group: Members Posts: 177 Joined: 21-October 05 From: In a Starbucks™ café near you Member No.: 7,870 ![]() |
The example is exactly that: an example. There's nothing in the rules that indicates that the effects of all social skill tests escalate in the same manner. In fact, the book takes the exact opposite stance, in advocating that any given outcome should be derived based on the specific scenario. Note that the text states that the loser of a Negotiations or Leadership test is merely influenced by the words of the winner - the degree of this influence is left completely in the hands of the GM. This is a far cry from saying that the loser will always do exactly as the winner desires. |
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#54
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Shadowrun Setting Nerd ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 3,632 Joined: 28-June 05 From: Pissing on pedestrians from my electronic ivory tower. Member No.: 7,473 ![]() |
So does 99% of SR, including almost all of the rules. Who made you the arbiter of where "realism" lies in SR?
Yeah, sure. I'll believe it when it actually happens. As it stands, this is nothing more than self-justification combined with a bit of "I'm so principled" nonsense. Nothing that involves human behavior is absolute.
Ah, yes. Arbitrary limits on what you can and can't do with the roll of dice. Just what SR needs. That just goes full-circle back to saying you can't use social skills on another PC, and the only explanation I have seen yet to do so is, "because." What a reason. |
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#55
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Horror ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,322 Joined: 15-June 05 From: BumFuck, New Jersey Member No.: 7,445 ![]() |
Because if you can use Social skills to dictate another character's actions, it ceases to be a Role-Playing Game for the victim, and becomes an excercise in futility. He might as well not play, because his character has become an NPC under the command of another player.
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#56
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Shadowrun Setting Nerd ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 3,632 Joined: 28-June 05 From: Pissing on pedestrians from my electronic ivory tower. Member No.: 7,473 ![]() |
He might as well not play if his character can or does die, too. At least social tests aren't quite as permanent.
Seriously, I cannot for a second see any legitimate rationale here. |
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#57
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Horror ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,322 Joined: 15-June 05 From: BumFuck, New Jersey Member No.: 7,445 ![]() |
There's a difference. When he's getting killed, he's role-playing his character. Comparing combat and social tests is a strawman argument. Combat and social skills are not the same thing.
When he's being ordered around by another PC, he's not in control of his character. He is not role-playing his character, he's managing the character sheet of another player's NPC cohort. |
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#58
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 ![]() |
I wasn't claiming any high-and-mighty principles with my example about myself. I have vices and biases that are just as intractible. Nearly everyone that I know reasonably well is the same way, too. People can influence each other in lots of ways, but things like core principles and security beliefs are a lot different. That's not to say that even things like that can't change, but they won't change 180% just because you meet someone who is good at fast-talking.
As far as arbitrary limits to social skills go, the rules already have one, which I already mentioned. The rest of it should be common sense - social skills are limited in what they do, simply by their descriptions if nothing else. And when have I ever said that you "can't" use social skills on another PC? I recommended that overruling how a PC responds to the use of that social skill is a bad idea, and I gave specific reasons, which were a lot less nebulous than "because". |
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#59
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Moving Target ![]() ![]() Group: Members Posts: 143 Joined: 28-August 05 Member No.: 7,631 ![]() |
Social skills allow you to influence people, not take control of them. This applies to NPCs as well as PCs. There's limitations to what you can make somebody do, and if the GM isn't imposing limitations based on reasonableness, then he's not very good. And I agree that it's completely shitty to be taking control of someone's character away from them (except through mind control)... this is a game, after all.
That said, the example given in the original post seems like a completely reasonable use of the Leadership skill. The guy convinced the soldier under his command that obeying orders was a good idea, and unless those orders were "shoot yourself in the head" or something equally outrageous, I think that's perfectly reasonable. Now, if the soldier had a reason for not following orders that outweighs the reasons for doing the order (backed up by the commander's Leadership abilities) and the player decides the character is still not going to do it... well, that's part of Role Playing, too. Some soldiers get scared, freeze up, and don't do shit. But it needs to be because of the character, and not because the player didn't feel like doing it. Do leaders get people to do crazy things? Yes. Cult leaders and dictators and all sorts of charismatic types get large groups of people to do things that seem insane or horrible to the outside world. But it takes time and is usually a slow, gradual process from the initial ideology to "let's kill all the minorities and let me marry all your children". I'd say that one Leadership test could let you get a cowering soldier moving again or convince a group of people that a plan or idea has some merit. (Within reason. "We should attack the enemy tanks with silverware" is never going to sound rational.) It won't let you turn that group of people into your ultra-loyal minions who'll carry out your orders without thinking... even boot camp doesn't accomplish that. Nor will a single Etiquette test let you convince a girl to have sex with you who normally would have no intention of doing so. Not only will changing people's minds about a deep-rooted opinion impose situational modifiers, but influencing a person to any larger degree than "you want to give me 5% off on this gun" would take time. Quite possibly a lot of time, if the change required is great. That's my 0.02 :nuyen: on the issue. You don't take away somebody's free will just by talking pretty. You can give them lots of reasons why they should use their free will to do what you want, and be damned convincing, but until you cast "Control Thoughts" they still have a choice. (And that choice should have consequences, if the reasons include things like "I'll have you court-martialled for disobeying orders," or "I'll shoot you if you don't.") |
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#60
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Horror ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,322 Joined: 15-June 05 From: BumFuck, New Jersey Member No.: 7,445 ![]() |
Even if it's Dikoted armor-piercing silverware sized for Great Dragons? :)
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#61
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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 7-February 03 Member No.: 4,025 ![]() |
Queary: Anybody used a social skill to influence another player-character positively? Like bolstering a weaker-willed character in the face of fear with a motivating pep-talk? Just curious.
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#62
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Moving Target ![]() ![]() Group: Members Posts: 184 Joined: 22-September 05 Member No.: 7,770 ![]() |
Yes
One of my characters was "motivated" by intimidation to work harder and complete some tech on time. The gm also ruled it helped the B/R TN because after the motivation, my PC concentrated harder. |
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#63
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Horror ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,322 Joined: 15-June 05 From: BumFuck, New Jersey Member No.: 7,445 ![]() |
Did it also 'motivate' you to build the bit of tech with a complimentary 1/2 Kg of C12?
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#64
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Shadowrun Setting Nerd ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 3,632 Joined: 28-June 05 From: Pissing on pedestrians from my electronic ivory tower. Member No.: 7,473 ![]() |
Yes. I use Leadership specifically for that purpose. |
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#65
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Target ![]() Group: Members Posts: 23 Joined: 2-December 05 Member No.: 8,033 ![]() |
In this instance the GM railroaded his player. Did you ask the player OOC why he chose to disobey? People obey orders in the millitary for 2 reasons, they believe in the order given or the fear the reprisal more than the order. In this case the player had a reason he dissobeyed ans you should have done at least a little investigating instead of just railroading him into accepting whatever order given.
Players gave their own motivations. In thsi case it was a minor infraction on the DM's part but look at this scenario, PC1 "I tell PC2 to kiil his family and give me all of his money" PC2 "Hell no" GM "well we have a mechaninc for resolving in game disputes, roll" PC1 "well I have a charisma of 6, and a skill of 6 and his willpower is 2, I also burn 1 karma pool to buy a success" GM "well sorry PC2, you killl your family and give PC1 all your money" PC2 "Fine, whatever, I shoot PC1 for making me do all that, I have a skill of 6 a reaction of 5 and he has no armor so...." GM "Not so fast, your metagaming now, you were convinced in game that you should do it so you have no in game reason to hate him" |
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#66
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 ![]() |
Right. Because, y'know, "kill your family and give me all of your money" is what all the grown ups in the room are talking about.
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#67
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Horror ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,322 Joined: 15-June 05 From: BumFuck, New Jersey Member No.: 7,445 ![]() |
"Kill your family and give me all your money'
"Follow my seemingly suicidal orders. Trust me." (Reason A: Because I know more than you do. Reason B: And what I know is that I want you to die so that's one less way to split the :nuyen: .) No difference. Either way, you're taking away another player's character. |
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#68
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Target ![]() Group: Members Posts: 23 Joined: 2-December 05 Member No.: 8,033 ![]() |
Yeah actually, We're talking about giving orders to PC's and the GM forcing them to do it becasue of a success. Funny, when extreme examples are brought in they don't count. Perhaps you'd like to make a list for the board that outlines everything a player can and can't be told to do with a succesfull leadership or ettiquette skill? You also get an extra cookie for missing the entire point of the post and focusing on the example that was intentionally over the top to make a point. Since you misssed it, I'll eloborate.... If small things are okay then when does it get stupid? Telling someone to mop the floor whos a junior rank? Getting a small loan from the PC? Getting a large chunk of cash for free? Getting another PC to get into an explosive violent situation? Die for you? Get the PC to kill their family and give you all of their money? Really where does it stop? Get it? Really the GM didn't do anything way out of whack but the PC had a right to protest and the GM should have given it a little more thought. Sure he's got a responsibility to the other characters and to maintain the storyline but if a character wants to foolishly break the mold or do something stupid let him and have him deal with the penalties of disobeying an order. Obviously for whatever reason he(the PC) felt that the punishment was well worth not carrying out the order and that should have been his desicion. Hell maybe it could have lead to some great court room court-martial drama later on ("Did you order the code red?", "You can't handle the truth!") |
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#69
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 ![]() |
Well, SLJames was talking about having a social adept get a security guard to turn his pistol around and kill himself. You yourself took my two deliberately extreme examples (a holding-out-for marriage decker hopping into someone's bed due to a failed roll, and a fearless ganger grovelling to a sneering suit) and apparently found them plausible under your interpretation of the rules. A big part of this discussion has been how limited social skills are (or aren't), with some people seeming to feel that a high enough number on the dice can make a PC do anything. |
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#70
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Shadowrun Setting Nerd ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 3,632 Joined: 28-June 05 From: Pissing on pedestrians from my electronic ivory tower. Member No.: 7,473 ![]() |
Am I alone in having seen The Godfather Part II?
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#71
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ghostrider ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 ![]() |
I can't think of a scene that would elucidate your point (been a looong time, and it wasn't as good as the first, IMO, so I brain dumped it), but...
Are you attempting to say that because a Mafia footsoldier type was afraid of a Don, then PC's should be able to use social skills on one another? (It's just conjecture as to your point, mind you, not an attempt at starting a nuke war. Of course, if your post were less obtuse... :P) |
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#72
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Shadowrun Setting Nerd ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 3,632 Joined: 28-June 05 From: Pissing on pedestrians from my electronic ivory tower. Member No.: 7,473 ![]() |
I was thinking more along the lines of the part where Tom Hagen talked Frank Pentangeli into killing himself.
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#73
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ghostrider ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 ![]() |
Ah. But in such a case, aren't there most likely other factors involved? Previously existing depression, mental instability, a weak personality to begin with, external fears?
Unless a person has all of those things, and in droves, you're going to be fairly hard pressed to convince them to just up and kill themself. Even if you could, it would take more than one roll, if you get me. |
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#74
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Free Spirit ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,950 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 ![]() |
So far so good, but we are leaving out some insanely high modifiers that the manipulator overcame.
That is not the outcome, unless his entire family is there and he only wants pocket change. If it is the situation, then ...
At which point the GM has no reason to declare PC2 is metagaming anymore than PC1 was for starting the problem. When he sees all the blood and the looks of horror on his remaining family, PC2 should get another roll with a few modifiers in his favor. A successful manipulation roll does not prevent repercussions for that action. In the case where you negotiate terms beyond acceptable ranges, the person who got manipulated is not going to negotiate with you any more. He is going to get fleeced, at some point realise how badly he got fleeced and react. This can be applied as additional modifiers the next time there is a negotiation, or like PC2 decided after killing his entire family, to kill PC1. If PC2 needs to go home and to the bank to carry out the manipulation, He is going to get to roll to resist a time or two more with modifiers in his favor for thing like not being in the manipulators presence among others. PC1 making such a request is like one PC declaring he is killing another PC for his stash. If you allow one, you should allow the other. On the topic of things that will never happen, the modifiers should be so high that they are all but impossible to make happen. If they should theoretically roll high enough, maybe the manipulated is burning karma to overcome it. I liked the politics example, it demonstrated that some target numbers could get hit and if it happened when you were getting ready to pull the voting lever, you might go republican. But voting booths are private and in that moment of free will, you are able to overcome their influence. I think the big objection to using social skills on PCs is that it is not fun. The character is not built to withstand manipulation, but is built for combat (or whatever else the player likes about SR). Giving up control to a spell like Control Thoughts seems acceptable, after all, the player who is using it dropped a bunch of points into magic and the spell. But a Face (or any other charaacter) that drops some points into social skills seems like a cheap ploy so the rules should be ignored. |
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#75
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Target ![]() Group: Members Posts: 23 Joined: 2-December 05 Member No.: 8,033 ![]() |
True, You and others who advocated using social skills on players have made a few valid arguments, "If I can shoot a PC then why can't I get him to do me a favor, he put skills into combat, mine into face skills"
Its really a strong selling point. The thing I remain unconvinced about is that the GM sets the target number, an arbitrary number based on facts that he will never fully have. Convincing someone to shoot their parent who repeatedly raped by them probably isn't too hard to do (for shadowrunners, anyways, who are mostly predisposed towards violence) but for someone who has a deep meanigful relationship with them it realistically should be impossible, even for NPC's. It boils down to that the GM inserts himself as someone who knows more about the character than the player does. Like I said earlier the GM should've done some investigating, asked him ooc why he refused that order, if the PC2 can't give a valid response then the GM tells him that PC1 is really laying the pressure on you and fell compelled to do it, if you don't I will consider it metagaming. Something like that. My second objection, and is actually less so supported by the rules, is that Shadowrun is really meant to be a PvE (party/player vs enviroment) and that the rules while not dissallowing PvP were not written with it in mind. But I do have a qestion(s), to those who are kosher with what the GM did. It has so far been agreed that using pistiols or mind control are not considered railroading or taking control of someone else's character and should be allowed, with this I agree too. Mind control and pistols are aggressive acts and are usually dealt with lethally in return. Should not Face skills be dealt with in the same way? Do face skills get to be the freebie? If someone has a high enough leadership/ettiquete skill to get something they want from other PC's shouldn't this be the same as using pistols or mind controll? |
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#76
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 ![]() |
Using social skills on someone -- skills like negotiation and etiquette -- if done right, are nothing like punching someone in the face, when it comes to repurcussion time. How many people know they're being conned in the middle of the con?
I'm sorry if allowing the use of social skills on other PCs puts some amazing strain on your GMs ability to tell "possible" from "impossible." I'm sorry if your GM thinks that's hard (compared to running the entire world). I'm sorry if you don't trust your GM to handle that kind of pressure. I'm sorry if your GM can't tell the difference between "Hey, I'm kind of tight on cash right now, how about you handle dinner this time, and I'll pick up the tab next time," compared to "Drive home, kill your family, and -- oh, I almost forgot -- give me all your money before you leave." But I think those are problems with your GMs, not with the social rules. |
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#77
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Free Spirit ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,950 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 ![]() |
In a group I was in a couple of years ago, the lowest PC Charisma was 5. The party got dominated by the Face, and everyone saw how powerful it could be and spent karma to avoid being manipulated and improve a social skill. When a social skill got used, players made sure to point out modifiers that could apply. Maybe if you are or play with a GM that hides TNs and modifiers this is not possible. But there is nothing from the GM to ask for possible modifiers and base your "unknown" types from written background and how the character has been roleplayed.
I would agree, but it does not stop the Street Sam from physically bullying, the mage from mind controlling, the decker from destroying you online. Why should the face not be able to balance things through his specialty?
No way do they get off scott free. I listed some repercussions. If the face is always negotiating for more money than something is worth, the person they manipulated is going to figure it out or have it pointed out to them. They are going to react to the manipulation. I think all manipulations should be realized at some point in the future, which is where the degree of success comes into play. Seconds later to years later, the victim is going to become aware and get a chance to react. PS: someone mentioned negotiating a price that was beyond the funds available and that it made no sense for the person to agree to the deal. This came up in the first game of that 2 year old group. My character could not afford a communication device. It was in the party's interest for us to communicate. The Face, who was the GM's wife and knew I was going to need a microtransceiver, just happened to have an extra one. She also had connected and a nice negotiation roll and the amount I was expected to pay was more than I had, more than the job paid the entire group, and more than I was ever going to pay. I flinched. I pointed out we needed to get along or I would start charging the party for my specialty. Somehow, that was different. I said my character would have to do without one as I had no money and was in debt. (Both too true.) Luckily she did not roll to make me buy it (just to set the price) and wound up letting my character borrow one until I could afford to pay. It cost her in the long run as my character was the only magically active one for a long time, so the only one that could identify foci. Catalog and jewelry appraisal turned out to be quite helpful, too. Usually all this would have went into party loot, but she had declared we were out for ourselves with our own specialties. |
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#78
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Canon Companion ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 ![]() |
Leadership and Negotiation are the 2 skills that can most easily influence other PCs. Other social skills either do not produce the kind of results that these 2 do or that they do so with greater TN mods.
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#79
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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 7-February 03 Member No.: 4,025 ![]() |
It's okay, you don't have to be sorry. So long as you try to develop an understanding of where other people are coming from. You know, instead of taking it as an attack on your style and feeling the need to retaliate. Tell us how and why you play, we'll do the same, and the idea is we all have new ideas after. Critias, I don't think anyone's trying to get you to change your ways. There's nothing to feel threatened by. Personally, I think it's a preference of GMs, not a problem with them. Does that make me worth your scorn? |
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#80
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Shadowrun Setting Nerd ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 3,632 Joined: 28-June 05 From: Pissing on pedestrians from my electronic ivory tower. Member No.: 7,473 ![]() |
I'll take that as a "no." But what the hell do you think goes into RPing social skills? They are the last skills in the world that could ever be used in a vacuum.
And I'm guessing you missed my two quite lengthy posts where I said that the test comes after an RP exchange, and is followed by more RP, both of which are (so far) without exception more useful than all the bitching which a purely OOC argument would entail before you even get to the friggin' roll. And even after all of that RP, a successful test reflects that the subject was in fact persuaded by what he had to say. RP and dice tests. Wow. What a neat idea. But going back to the original post, if the commander didn't win, the second PC would probably really hate it if he then shot the PC, which is perfectly within his rights to play out in the middle of combat when someone disobeys a direct order. What else is he going to do? Leave the PC behind to get captured? Drag his cowardly ass with them? Or maybe, just maybe, that was part of the role-playing that may or may not have occurred but would be reflected in the Leadership test. I'm just wondering though for all your diceless RP commandos how you think a dice test is any different from any negotiation that goes on between PCs involving anything else from doing them a favor to who has to play wingman. If the skill doesn't work, how does that work? If Leadership doesn't work, how does SUT work? If social skills don't work, how in the hell do you communicate with each other? All I'm seeing are people who want to take all the benefits and none of the drawbacks of skills. I call people like that munchkins. |
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#81
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Moving Target ![]() ![]() Group: Members Posts: 203 Joined: 18-November 05 Member No.: 7,978 ![]() |
I think what is being said here is that social skills need to be effective. However, you need to be realistic about things.
Just like their are a good deal of modifiers for being blindfolded suffering from tear gas and hanging upside down swinging and hitting a target, there should be similar for convincing someone to do something crazy, like the decker with the face. Of course, there are consequences. They may think you are the one, but if they find out they weren't they could tear your entire reputation to shreds and leave you hanging. Don't piss off anyone that you don't have to. Street Sams, Deckers, Mages and Faces are all extremely dangerous. As for convincing someone to kill their family and give you all their money, not only do you have target numbers in the 20+ range, but it is an extended roll. You can convince them bit by bit that they want to. Or that they will be saved by your cult or whatever. In the case shown, this is how I would handle it. Roll dice, if he has reasons for disobeying orders, they would apply as a modifier and he needs to tell the GM, in private if necessary. If he failed, then he was convinced that it is better to follow orders than not to. He may bring up the issue after the combat, or the mission, but he will follow orders in the meantime. If the leadership role fails, he disobeys. At that point, it is up to the commander. Many will have the offender arrested. Shooting them usually isn't an option except in the most extreme of cases. |
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#82
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ghostrider ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 ![]() |
That's fine, because it's the correct answer, considering that I as much as said that even if I have, I don't remember all that much about it. I'll be more clear next time. But not having seen that exact scene of that exact movie enough times to quote it hardly invalidates what I just said.
And that's exactly how I use the social skills when they're being used on or by an NPC, but not between PCs. Our group trusts one another to make the decision that's right by the character.
I would have left it up to the player of the "commander" to decide how he was going to handle it. If he shot the offending subordinate, then we'd roll the dice to see if he hit, and then we'd roleplay out the consequences the same way we had roleplayed out the decision. Our group sticks to the characters we're playing, which to us means not needing an arbitrary die roll to tell us if our character buys something another PC is selling.
Um, the player decides if their character wants to do the favor or play wingman? Seems pretty reasonable to me. Are you telling me that we should start rolling dice every time one character wants French food but the other wants Thai? If your players can't resolve that without rolling dice then there might be bigger problems than whether you roll social skills or not. As far as leadership goes, if our group were to make characters and put them into a position where one PC was the leader, we'd simply play our characters based on how they would act. If there was an act of insubordination, we'd roleplay it out. I admit you have me stumped on "SUT" though. Apparently I've never seen it in acronym form.
They speak aloud? Well, unless they're subvocalizing or using a transducer. Oh yeah, and sometimes on the phone. And radios. ;)
No, all you're seeing is what you've decided to see no matter what anyone else says. That's fine, as long as you can admit to it. It's okay to have a different opinion, really.
:please: |
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#83
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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 7-February 03 Member No.: 4,025 ![]() |
Why is he so angry about this?
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#84
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ghostrider ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 ![]() |
Not sure. Bad day, maybe? (Gorb knows I just had one.)
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#85
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Moving Target ![]() ![]() Group: Members Posts: 289 Joined: 20-February 04 From: in the matrix Member No.: 6,091 ![]() |
Well on a slightly similar topic. In my game I have become the defacto leader. Why? it is sure as hell not because I have leadership nor any charima based skills. I am gun bunnie. Err I am a street sammie that speciallized in shooting pistols. I am good at that. Based on the skills on the piece of paper (character sheet) I am not a good leader. Well I was able to heard the cats (I mean my shadow running group) into the mission and into a positive direction.
Why was I able to do this? two reasons. first off I can be an Alpha personality. I rather others lead but will not let the situation fail. second is that I am the only person that has played shadowrun prior to this group getting together a few weeks ago. most dont understand how to run a runner. Not talking game mechanics but what do "we" do... Out of six of us, I was able to get more info in a short period of time (game time 5-6 hours, RL 1 hour maybe) than the other 5 combined. Why is because I acted like a runner and did what we are suppose to do. Good news is that the (some) of the other players were watching me and what I was doing and were taking notes. With some coaching they could be good runners too. now back to my point before I got sidetracked. Leadership/charimas skills/etiquette is not needed to control the PCs. It should always be in RolePlaying. just my humble alpha oriented opinion... dx |
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#86
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Midnight Toker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 ![]() |
Yeah, pure communication is basicly a language skill thing. When one player wants to have his or her PC communicate with another PC the player determins what is said and both roll their language sills against TN4 + modifiers. If both get successes the communication was successfull. If not, there was a miscommunication somewhere. Anything else would be metagaming. Of course, metagaming isn't always bad so long as it is applied fairly. If two PCs can communicate despite having minimum language skills then those PCs should be able to communicate with NPCs without trouble. If social skills do nothing against PCs then they should do nothing against NPCs, thus making the CHA 1 The problem with purely having the PCs roleplay the situation out is that rolepplaying a social situation is itself a social situation. The players' persuasive skills mattr in such a situation while the PC's skills do not. Of course, the PC and the player are not going to have identical skills. A player who trips over his own words can have a Cha 10 Leadership 10 Negoiation 10 Ettiquite 10 PC. Saying that the player's social skills should matter more than the character's skills do you might as well say that the player's unarmed combat skills matter more than the PC's skills do. When the titanium bonelaced troll adept played by a 98 pound weakling tries to punch the bod 1 Str 1 Qui 1 otaku played by a professional wrestler you might as well have the players duke it out. For that matter, you should stop rolling for ranged combat, as well. Just buy a bunch of guns and some grenades and put up some paper targets for the players to shoot to determine success. |
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#87
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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 7-February 03 Member No.: 4,025 ![]() |
I think we're just repeating ourselves now. Hyzmarca, can you illustrate an example that's not so... extreme?
And do you think there's a middle ground there somewhere? What I mean is, RPing is not method acting. I don't think anyone has suggested that we ignore a character's social skills in favor of the player's. Can you quote me anything that suggests someone has said that? Help me understand where you're coming from. Meanwhile, here's what I picture, where player 1's character has the high charisma, but the players themselves are on an equal footing: Player 1: "Come on man! Let's take the job!" Player 2: "I think it's too dangerous." Player 1: "I got three words for you... um... (OOC) what'd be three words that'd do the trick?" Player 2: (OOC)"All Expenses Paid?" Player 1: "okay, thanks (IC) I got three words for you, All. Expenses. Paid." Player 2: (IC)"....fine, I'm in." Notice how the players are cooperating. Say it with me: "Play-ers...Co-op-er-at-ing." (My apologies for the smart assedness of this last bit. It's getting frustrating when people start talking "correct" and "incorrect" about this stuff.) I'm not exactly sure what metagaming means. It sounds to me a lot like ditching out on the rules when necessary to make a good story. If so, then I gotta say I'm all for it. |
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#88
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 ![]() |
The problem is that you shouldn't always ditch out on the rules to "make a good story." If you're going to run a game where that happens, make sure everyone knows ahead of time. You're playing a role playing game, and one with rules -- the assumption should always be the rules will be followed, not the other way around.
And where the rules cover something -- like bossing people around via social interaction -- why not use them? It's not like "rules" and "good story" are mutually exclusive concepts. If they were, not a one of us would have ever purchased an RPG book. We'd all sit around campfires, or something, instead, to tell stories together. Rules are a framework for a story -- there's room in a good game for both. |
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#89
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Midnight Toker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 ![]() |
The term metagaming refers to using OOC knowledge and abilities to make IC decisions, particulary when the character doesn't have that knowledge or abilities being exploited.
The classic example is players spending hours real time discussing tactics between supposedly three second combat turns. A little metagaming is unavoidable but when it gets out of hand you might as well go statless. |
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#90
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Free Spirit ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,950 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 ![]() |
Small Unit Tactics. There are some rules for it in CC that provide some nice bonuses to combat pool and/or initiative. |
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#91
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 ![]() |
And those rules rely on one person giving orders, and everyone else following thing (there are, in fact, penalties applied for when a group tries to have more than one person using SUT to benefit them at the same time).
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#92
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Horror ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,322 Joined: 15-June 05 From: BumFuck, New Jersey Member No.: 7,445 ![]() |
Oi. This is a mess.
I don't get it. D&D nerds would riot on the suggestion that a Bard could use his Diplomacy to get the Wisdom 6 half-orc to do what he wanted when the orc didn't want to. And rightly so. Yet half of you guys are rioting at the thought that he coulden't. Okay, so... Yeesh. No, you CANNOT use Social skills to influence another character's actions. That's not a mechanical thing. Influencing their mechanics, yes. You can Intimidate the shit out of him, and the DM will crank his TNs up into the nether regions. You can yell something heroicly encouraging (or mercinarily encouraging,) to counteract someone else's intimidation. But when you start taking away his right to play his character, you've relegated him to the role of NPC. At which point, he's perfectly justified in rolling up a CHA 1 gun bunny who has the compulsion flaw "tries to kill everyone who tries to use fancy talk on him." Simply put, this is one of those instances in which mechanics should give way in favor of everyone having fun. It's NOT fun when you're not in charge of your character, unless you specifically signed up for a military game. In which case, it's still your character, but you're a lot more likely to wind up hung/shot for ignoring orders than following them. Simply put, the Face does not have the right to take other people's character sheets from them. CAN he use his skills against other players? YES. It's called "Through NPCs." When twenty gangers who were skillfully talked and bribed by the Face to show up and beat the shit out of the other guy happen, then the Face is having his day. When fabricated evidence of child molestation spurned on by a few silken words wind up landing the other character the "Hung out to Dry" flaw, then the Face is having his day. When a Mafia Hitman is waiting in his flop because the Face convinced the Don that the other player was sleeping with his daughter, then the Face is having his day. NOT when you can use your dice to force that character to charge the guns or jump off a cliff against his will. That's not the Face having his day, that's you having your day ruining another player's day. (Of course, all of this is that, too, but this is an even more transparant and frustrating form of jackassery. A guy has a chance to fight off twenty gangers, a Mafia Hitman, and to prove his innocence to his old contacts.) |
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#93
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Free Spirit ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,950 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 ![]() |
Your arguement seems to be there should not be any direct PC versus PC conflict, at least as long as it involves social skills. Odd that other PC conflict is usually tolerated.
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#94
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Horror ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,322 Joined: 15-June 05 From: BumFuck, New Jersey Member No.: 7,445 ![]() |
Actually, it's not. But using social skills is even less tolerated, because it involves taking away control of someone else's character. For the same reason, anyone who tried possessing another PC would find that the other PC somehow had a Great Dragon's worth of Karma Pool with which to resist.
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#95
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Free Spirit ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,950 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 ![]() |
A player who builds a combat monster and decides to bully another character does not take control of the character's sheet? They take it and mark off damage boxes or in the case of PC death, take the character sheet and destroy it. The next time they bully the other PC, the player is going to remember the detrimental effect from the previous time. Now you have the bullying character exerting social skills without the need of even buying social skills or making a roll.
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#96
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Moving Target ![]() ![]() Group: Members Posts: 668 Joined: 15-February 05 From: Ontario, Canada Member No.: 7,086 ![]() |
And if a PC decided to shoot another PC... then there's a random NPC spirit that channels into the first, or a mana surge and spontanious force 50 combat sense for the express purpose of dodging..? Uh huh. Personal view: Social skills are social skills. They can do a lot. They have limits -- on PCs and NPCs. The limits are the same. You can lie convincingly, you can suggest courses of action, you can be exceptionally persuasive. If you're trying to intimidate someone, PC or NPC, who responds to fear by trying to kill/destroy the cause of it, you're going to get attacked. If you're trying to seduce someone who would never, ever, ever sleep with a stranger, you might get a kiss and an invite to dinner.. and the chance to become more than strangers. Not sex. You can do a lot. You can talk people into a lot. But they aren't control actions. They aren't control thoughts. They aren't possession. |
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#97
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 ![]() |
Ding ding ding.
Someone finally fucking gets it. |
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#98
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Moving Target ![]() ![]() Group: Members Posts: 257 Joined: 25-May 05 Member No.: 7,414 ![]() |
Excerpt from a recent game (mostly on topic, NPC uses social skills on PC's)
The crew is hunting an enemy who has gone into hiding, and they find out that the target has a "regular girl" at a particular escort agency. They can't wait for the next visit from the target, so they decide to kidnap the prostitute and interrogate her back at the safehouse. The extraction is a relative cakewalk and everything goes entirely according to plan, except that during the drive home the hooker (who is an extremely high class girl, CHA 8, Good Looking and Knows It, et all) gives PC A some doe eyes, and goes to work on him a little... GM: (rolls) she convinces you that she is not currently a threat and has no means of escape, and that it couldn't possibly hurt anything if you just loosened her wrist bonds a little. PC A: (Grudgingly) OK, I'll loosen the bonds a little, but I tell her I'm watching her closely and will knock her out if she moves. Now the funny part is that PCs B and C overheard this exchange, and are now convinced for some reason that she has mind-controlling powers that no man can possibly resist. When they get back to the safehouse PCs B and C are left in charge of her for a while, and they work out a system between each other to avoid her "Mind Control".
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#99
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Moving Target ![]() ![]() Group: Members Posts: 203 Joined: 18-November 05 Member No.: 7,978 ![]() |
Absolutely. Is swearing okay for emphasis on this forum? Don't know, so I have avoided it thus far.
Either way, SOCIAL SKILLS ARE NOT MIND CONTROL, just like Pistols is not instant turn someone into a zombie by shooting them in a part of their brain that will make them comatose. There are limits. These limits apply whether you are a PC or an NPC. If you are not roleplaying your character, then you will be given a warning. Second time, you will be given a penalty. Third time, you will become an NPC and shown the door. It is harsh, but it is necessary if you want to be fair. If you can give an in character reason for not doing what they say, you are within rights to not do what they say. At which point, the social character has their options, which if they are slick usually involve increasing levels of compromise over some time. You can't say, hey you, run off into those guns and distract them and expect them to do it. Even with Leadership in a military game. The player has every reason to mutiny. There will be consequences. On the other hand, if the guy who is the military unit's leader says, hang back and cover our rear, and the other player says no, I expect a reason better than I want to be in the action. Because your character has decided that they are willing to be arrested, thrown out of the unit, court martialed, shot or what have you in return for being on the front line, which they won't get to be anyways. I enforce roleplaying and rollplaying. They are both necessary and both needed. |
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#100
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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 7-February 03 Member No.: 4,025 ![]() |
hyzmarca: thanks for the explanation.
However, I've run out of motivation to participate in this thread. As long as there are people who seriously believe that they can say what another group "should" or "shouldn't" be doing, there's really no value in discussion. I expect there are some who will believe they've won something here. I think as long as someone is trying to win, everyone loses. Enjoy your game. |
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