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> do as I say, not as you think..., leadership and PCs
eidolon
post Dec 11 2005, 10:17 AM
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QUOTE (Glyph)
I've played faces, and I've never felt like I was being hobbled by not being able to override how the other PCs acted, using my social skills.


Ditto on that one.
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tisoz
post Dec 11 2005, 12:08 PM
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I still fail to see how it gives the GM control of your character or makes you an NPC.

Also, I still fail to see how using Negotiations 6 on a fellow PC is worse than using Pistols 6 on them.

And ignoring your PCs stats so you can use your player attributes to influence your fellow PCs, bravo.
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toturi
post Dec 11 2005, 02:26 PM
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I have absolutely no problems with a PC or NPC using Intimidation or Interrogation on a PC. The problem I have lies with using Leadership or Negotiation on a PC, as it stands per SR3 rules (I do not have SR4 yet), it is easier to get a PC to do something than an NPC because all the modifiers on the Social Situations table refer to NPCs. Yes, it can be house-ruled, but it can also be interpreted as the writers never intended for Leadership and Negotiation to be used on PCs.
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Glyph
post Dec 11 2005, 08:10 PM
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QUOTE (tisoz)
I still fail to see how it gives the GM control of your character or makes you an NPC.

Also, I still fail to see how using Negotiations 6 on a fellow PC is worse than using Pistols 6 on them.

And ignoring your PCs stats so you can use your player attributes to influence your fellow PCs, bravo.

It's pretty simple. If someone else is telling you how your character acts, then that character has more or less been reduced to NPC status.

I prefer for dice results for social skill tests not to be imposed on PCs, myself, but to be honest, I could live with the less extreme examples. If it's a mage trying to convince the group that if the rigger gets the stolen van, then he should get that mana bolt focus they snagged, that's not quite so bad.

But some of the people took my original extreme examples (the saving-herself-for-marriage decker hopping into bed with someone, or the tough ganger grovelling to a suit) and thought they were perfectly valid uses of negotiation or intimidation. They're not! A great negotiation roll against the decker might get you a kiss on the first date, but it won't let you turn her personality 180 degrees. And a suit without bodyguards or anything else to back him up might, at best, get that ganger to flinch back for a second (and would probably be in even worse trouble afterwards).


And as far as the roleplaying goes, how is playing a face as a face bad roleplaying? :P
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eidolon
post Dec 11 2005, 08:20 PM
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At this point, both sides have fairly well exhausted their position. If there's anyone left that doesn't at least understand where the other side is coming from (regardless of whether they agree), they're either being difficult for the sheer sake of it or are, as I like to say, "fucking retarded". I'd like to think that the majority of DS isn't the latter.

That, or they're not actually reading the other people's posts, but just replying blindly for the sake of argument. That would be different. :please:
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hyzmarca
post Dec 11 2005, 09:36 PM
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OKay, I'll give an example that is somewhat less extreme. Say one PC is actually a Good Merge but none of the other PCs know it. One say, a PC notices the Good Merge doing something insect-like and gets suspicious. The Good Merge tries to fast-talk his way out of it and gets decent rolls. It was a small incident, it was easily explainable and the PCs haven't met any Bugs yet.

Would it be valid for the dice to say that the PC believes the lie or would it be valid for the PC to just kill the Good Merge right then and there no matter what the dice say?

To make it more extreme, consider that this is several months before UB and the only people who know about the Bugs are immortals who were around for them the last time and double-digit initiates who do a lot of metaplanar travel.

Or, instead, consider that the runners had just gone against a major hive and the Good Merge was captured and out of sight for some time. In this situation, fast-talk success seems less likely.


In the most extreme situation, where the PC doesn't even know what a Bug is killing another PC because he may be a Bug is a little extreme, I'm sure we'd all agree. I'm not sure that a roll would even be necessary. But nothing says that the character can't put two-and-two together later after a long string of the GM's lovers are found decapitated or a Brundle-fly disolves someone's face.

In the latter situation it seems that the PCs should be suspicious but the level of suspecion is hard to guage. Would a PC murder a comrade on suspecion of being an insect? Possibly, it very much depends on the character. Could the Good Merge explain its way out of the situation, that is also very possible.

Between these two extremes there are many other possibilities so that it is impossible to calculate all of them. Pure roleplaying leads to one major problem. When the two players can't agree there is no way to settle the dispute. Should the Good Merge face meet certain doom because of a player's OOC knowledge or should a player ignore his own instincts just because the other character has a higher skill? The only thing to resolve the dispute is player altuism. Altuism can win here. Communism can work. Far too often, the gap between can and does in insurmountable.

Utilizing the dice provies an absolute and final solution to this conflict. Like most final solutions it is brutal and leaves a mass of stinking corpses for someone to clean up. But it does provide a defenitive answer to the conflict when and if it occurs.

It is the GM's ultimate responsibility to be the fair and impartial arbiter of this solution. It is the GM's duty to apply it with both ruthlessness and compassion.
For ruthlessness and impartiality, no backsies and no mulligans. Anything less would be poor sportsmanship. For compassion and fairness, the problem is much more complex. It is true that the player knows the PC much better than the GM, thus it makes sense that the player should have some input in the TN modifiers, within reason. It doesn't take much for a GM to ask the player what the PC is thinking and how difficult the player believes the social test against the character should be.
If the players are reasonable then everyone can agree on a TN and let the dice roll.
If a player is an asshole then we'll have him demanding +1,000,000 modifiers and the GM will be beating the player sensless with the rulebook as per his or her duty as arbiter of the dice.

Most of the complaints about the use of social skills against PCs is the lack of player input. This solves that problem. It is the fairest solution that I can think of. It may not be for everyone. If you live in a Communist roleplaying paradise then good for you, to each his own. If you live in a harsh world where the dice rule as blind and deaf idiot-gods without player input then that is okay too just don't expect me to visit.



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TheHappyAnarchis...
post Dec 12 2005, 05:08 PM
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I personally have known two women that were saving themselves for marriage that thought they had found the one and ended up regretting it.

I have known a tough talking ganger that got dressed down by a suit in front of his friends and backed down.

It has happened. Whether or not it happens to you is a result of the dice rolls.

I can understand the ideas that the other side is saying. I just think that in the pursuit of being fair, it really isn't fair.

I think that their side just works better as an unspoken rule. It's impolite to use Mind Control spells on other players, or for the GM to do so. It is also impolite to use social skills in an excessive or demeaning fashion.

However, I roll social skills because players need to know that their characters are not any more infallible than any person or they may be.
If your players are good enough that they will remember to "fail the roll" when it is fitting, then great. I don't see why to use dice for anything else either, because they can just independantly arbitrate everything else to. They will be fair in how often they hit and such.

I understand where social skills are different, but you aren't making them an NPC. You are making them a victim, just like someone shot, or someone magically controlled. If you don't like PCs to be victims then you can run it that way. I have been in some very excellent games of Exalted where the PCs are demigods that tend to get their way. It can be a fun way to play. That's not how I like Shadowrun. I like gritty and painful, and I like conmen.

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spotlite
post Dec 12 2005, 09:01 PM
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Wow. Lots of good points, both sides there.

We've gone with this -

where small unit tactics is involved, you don't take orders, you don't get the benefits.

There is a line between what you can reasonably convince someone to do with Negotiation, Etiquette, or Leadership without pharmacological, external stimuli or magical involvement. That line is fuzzy, and can probably not be quantified.

There is probably little you can NOT convince someone to do with intimidation, because that's the point of intimidation.

We are introducing an opposed roll for social skills tests which have the 'harmful to target' or worse modifier. We may even allow the target to have modifiers applied in their favour to their own tests but this has yet to be playtested, and I hope it will be a while before a player tries it on another player anyway.

Finally - using your social skills to adversley affect other players is to be discouraged, in the same way as PvP combat generally is in our game. But ultimately, if one player decides to use skills they've paid for on another player because they've run out of roleplay skill (or as in the case of combat ensuing, they might've irrevocably roleplayed their way INTO it) then fine, go for it. And both parties must live with the consequences - which may not happen immediately. Someone intimidated into following an order is likely to be looking for revenge later if they survive. If a PC orders another PC to do something like kill themselves, then that is not the sort of player I want in my game, unless there's a DAMN good hypothetical.

[SNIP - that sounded like I was being REALLY snidey. I didn't mean it to sound like that at all, and I've taken it out because neither sentence was necessary in the first place anyway. Sorry if anyone saw it and got offended - I didn't, didn't, didn't mean the insult it ended up being!]

Its been very valuable to me, anyway, so thanks!

Oh - and its all subject to change after playtesting.
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Glyph
post Dec 13 2005, 03:35 AM
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TheHappyAnarchist, I get what you're saying. It irks you that players all too often will ignore anything that an NPC says, and you think it's only fair to use the dice to get them to react like normal human beings when threatened, schmoozed, and so on.

But I still prefer to let the player decide how to react. That's not to say that the dice rolls won't heavily affect the presentation, but the final say should go to the PCs for anything that isn't objectively quantifiable (like negotiating pay with the Johnson, or noticing that someone's Tir accent is fake).

The reason for this is that the PCs are the ones who best know their own character. Rolling for social skills can move the game along when it has reached an impasse, but it can be a tool for railroading if misused.

Even worse, it can ruin the character for the player. If you envision someone tough as nails, who hates the corpers who killed his brother, then the GM tells you that you grovel to the effeminate suit, what happens to your vision of the character? And don't tell me that the player should "roleplay" it. It's not roleplaying when your entire character concept gets trashed. Yes, characters can and should grow and change. But if it is imposed from outside, it will only be resented. Far from encouraging roleplaying, it will only encourage bitterness and apathy.


GM: "So, um, the rest of the group wants your decker to "take one for the team" from an overweight troll biker so they can get invited to the rally, and you're okay with that?"

Player: "Why not? She's just a ****ing slut now, so who cares?"

GM: "The group is under heavy fire now. Isn't your ganger going to fire his Panther Cannon at anyone?"

Player: "Nah. He's a wuss, remember? He can't even stand up to an unarmed guy in a suit without flinching, so no way he wants any part of this. He'll just hide behind that car for the rest of the round, then try to sneak away."

GM: "Hey, looks like the face finally failed his roll. Guess he's buying his own dinner tonight."

Player: "He... failed his roll? I SHOOT HIM! RIGHT NOW!!"
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eidolon
post Dec 13 2005, 03:49 AM
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QUOTE (Glyph)
GM: "So, um, the rest of the group wants your decker to "take one for the team" from an overweight troll biker so they can get invited to the rally, and you're okay with that?"

Player: "Why not? She's just a ****ing slut now, so who cares?"

GM: "The group is under heavy fire now. Isn't your ganger going to fire his Panther Cannon at anyone?"

Player: "Nah. He's a wuss, remember? He can't even stand up to an unarmed guy in a suit without flinching, so no way he wants any part of this. He'll just hide behind that car for the rest of the round, then try to sneak away."

GM: "Hey, looks like the face finally failed his roll. Guess he's buying his own dinner tonight."

Player: "He... failed his roll? I SHOOT HIM! RIGHT NOW!!"

LOL. Hyperbole and truth all rolled into one. :)
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tj333
post Dec 13 2005, 06:30 AM
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In RPGs the way the rules can be interrpreted on things like this are incedibly varied.
The following is how I think it should go and as long as you are having fun feel free to do it your way. At least until we are in the same game then we need to work things out at the table.

Myself I think that social skills can be used against any character in the game. But social skills are rather fuzzy in their use. You can say how long and how many successes it takes to repair a car. But how long does it take to change someones mind? Its a tough call for the GM to make and it shouldn't be done without the player's input.
Once you have the players input on the situation they shouldn't feel that their character was being controlled against their will anymore then getting shot does. I believe that dice and skills should be used. Social skills aren't mind control but a player that is not heavely influenced by the die rolls is not really playing the same game as the others players.
Now somethings are just impossible (social skills or otherwise), or at least they are under many situations. Determining if it is such a situation is something that should be done by all of the players (GM included).
For those wondering I do let players roll relavent skills to work on the plan or to realize something is just plain stupid.


I forget who mentioned but they said that D&D has better rules for this then SR. Could you please give me a quick pointer to what those rules are?
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ShadowDragon8685
post Dec 13 2005, 06:51 AM
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D&D's stance on social skills is that they just don't work on players. Exception is Intimidation, and only in the strictly-controlled sense of "You fail to beat his intimidate check, you take -2 to AC and attack rolls and damage on the next round."
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mmu1
post Dec 13 2005, 01:31 PM
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QUOTE (tj333 @ Dec 13 2005, 02:30 AM)
I forget who mentioned but they said that D&D has better rules for this then SR. Could you please give me a quick pointer to what those rules are?

I think that was me, and I was talking about the D&D rules for the Diplomacy skill. (though it does, canonically, just apply to NPCs) Basically, there's a scale of NPC attitudes towards your character - hostile, unfriendly, indifferent, friendly, helpful - and your check shifts it depending on how well you rolled and what the starting reaction was.

It's also specified that it takes at least one minute to change someone's attitude, and while you can rush it and do it in a single round, you do so at a massive penalty. (which is the part I actually like best - it makes it almost impossible to change someone's mind for them in one round, in the middle of combat)
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TheHappyAnarchis...
post Dec 13 2005, 04:45 PM
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QUOTE (Glyph)
TheHappyAnarchist, I get what you're saying. It irks you that players all too often will ignore anything that an NPC says, and you think it's only fair to use the dice to get them to react like normal human beings when threatened, schmoozed, and so on.

But I still prefer to let the player decide how to react. That's not to say that the dice rolls won't heavily affect the presentation, but the final say should go to the PCs for anything that isn't objectively quantifiable (like negotiating pay with the Johnson, or noticing that someone's Tir accent is fake).

The reason for this is that the PCs are the ones who best know their own character. Rolling for social skills can move the game along when it has reached an impasse, but it can be a tool for railroading if misused.

Even worse, it can ruin the character for the player. If you envision someone tough as nails, who hates the corpers who killed his brother, then the GM tells you that you grovel to the effeminate suit, what happens to your vision of the character? And don't tell me that the player should "roleplay" it. It's not roleplaying when your entire character concept gets trashed. Yes, characters can and should grow and change. But if it is imposed from outside, it will only be resented. Far from encouraging roleplaying, it will only encourage bitterness and apathy.


GM: "So, um, the rest of the group wants your decker to "take one for the team" from an overweight troll biker so they can get invited to the rally, and you're okay with that?"

Player: "Why not? She's just a ****ing slut now, so who cares?"

GM: "The group is under heavy fire now. Isn't your ganger going to fire his Panther Cannon at anyone?"

Player: "Nah. He's a wuss, remember? He can't even stand up to an unarmed guy in a suit without flinching, so no way he wants any part of this. He'll just hide behind that car for the rest of the round, then try to sneak away."

GM: "Hey, looks like the face finally failed his roll. Guess he's buying his own dinner tonight."

Player: "He... failed his roll? I SHOOT HIM! RIGHT NOW!!"

If I had players pull some of that kind of stuff, I really would be looking for another group.

The groups I generally play in, if the ganger was intimidated by the corp suit (and since this is a social roll it is not groveling, it is keeping quiet/being polite, showing proper respect. That is the results corp intimidation looks for.) They would be trying to show how tough and bad they were even more so than normal to make up for their momentary lapse.
Even still, it may not happen. I would say the Suits social roll would suffer +4TN for hatred of corps, and I would probably make it an opposed test with the ganger rolling intimidation. If the ganger doesn't have intimidation (what kind of ganger are you anyways) than he/she loses stare downs. They may not like it. They still hate corps. They just were intimidated.

The decker example, taking a hit for the team. I would assign +4 TN for morals, + 4 for the sheer unnatractiveness of the troll. +4TN for getting harmed as well.

The chances of these things happening are extremely slight. If the decker gets convinced by the team, that doesn't mean she will even automatically do it. She will likely have second thoughts when it comes down to it. If she failed I would still allow her to try and get out of it. She would have to be inventive, but she could do it. Strategic use of drugs or slip spray come to mind. By the time they convince her she may have decided to get some protection. That is something that might require hours to convince her of.

I don't really think that unbeatable is an acceptable character trait in any arena. If your character concept is ganger that is never intimidated by corps no matter what, that is not kosher any more than gunman that never misses. You can hedge your bets, by having the ganger have a very high intimidation skill, high willpower and the gunman be twinked properly, but you will be intimidated sometimes, and you will miss sometimes.

It should not destroy your concept, it should either adapt/change/grow/refocus you concept. You may decide to go about opposing corps in less obvious ways for instance. Or you might become extremely upset that you were intimidated and thus become more aggressively anti-corporate. Either one is excellent roleplaying that would not have happened if you just said, I hate all corps and never get intimidated.

Now if your GM is saying that intimidation roll makes you grovel, than that is strange.
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ShadowDragon8685
post Dec 13 2005, 05:26 PM
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Dice should never substitute roleplaying, and they should never take control out of the character's hands. Even at a TN of +12, a good Face (Especially one with various sorts of bio,) could do that. Convincing the decker to 'take one for the team' from the troll biker? No way. I don't care what the face says, and if he persists in trying to persuade me to do it, he can find himself another fucking decker. The ganger and the suit trying to intimidate one another? The BEST the suit can hope for is to provoke a violent reaction, not win a stare-down with someone like that.
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The Stainless St...
post Dec 13 2005, 05:54 PM
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...and if we all just keep saying the same things over and over again enough, then something worthwhile is bound to happen - isn't it?

Seriously people, can we just let this thing die? If you haven't been convinced by one side or the other at this point I think it's safe to say you're not going to be.
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Critias
post Dec 13 2005, 05:56 PM
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QUOTE
Dice should never substitute roleplaying, and they should never take control out of the character's hands.


Why? I'm all for them not substituting role-playing (rather, the two, roling and rolling, should augment each other) -- but why shouldn't dice take control out of a character's hands? What about (as has been mentioned) Control Emotions and Control Thoughts spells? What about getting shot in the face and being dead (Oh noes, I can't control my character any more!)? "Never" is a ridiculously strong word.

QUOTE
The ganger and the suit trying to intimidate one another? The BEST the suit can hope for is to provoke a violent reaction, not win a stare-down with someone like that.


Again -- Why? What makes you think there's not a suit-clad man in the world with eyes cold and dead inside enough to make some denim-and-leather wearing street ganger back down? It's happened in real life, dude. It can most certainly happen in a game. Find me some tough-guy wannabe with a gun tucked into his jeans (to make up for whatever else he's lacking down there), put him in a staring contest with Jeffrey Dahmer or Christopher Walken or sometimes even Kevin Spacey or Ed Norton.

Being a "ganger" doesn't automatically make you iron willed, any more than being a "suit" doesn't automatically make you soft.

Oh, hey. While I'm at it, here's another quote, though this one's not from ShadowDragon. "Interrogation and Intimidation use Open Tests to generate target numbers for other characters or NPCs."

Huh. ...other characters or NPCs. Isn't that curious?
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TheHappyAnarchis...
post Dec 13 2005, 07:24 PM
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QUOTE (ShadowDragon8685)
Dice should never substitute roleplaying, and they should never take control out of the character's hands. Even at a TN of +12, a good Face (Especially one with various sorts of bio,) could do that. Convincing the decker to 'take one for the team' from the troll biker? No way. I don't care what the face says, and if he persists in trying to persuade me to do it, he can find himself another fucking decker. The ganger and the suit trying to intimidate one another? The BEST the suit can hope for is to provoke a violent reaction, not win a stare-down with someone like that.

Can I join your game as a PhysAd that is undefeatable in combat.
You may not die if you get in combat with him. The best you could hope for is that he will just pin you down with his 1337 skillz!!!

Sorry. I don't buy it. +12 to the base TN is 16.
Okay. Roll Negotiation 12 (we are talking world class here)
2 6's. In order to get to 16 you need one of those 6's to roll another six. That is a 1/36 chance. Then you need to roll a four. That is not likely for a world class negotiator.
If someone rolls that well, I would say, yeah they convinced her to try it. Through phenomenal guilt tripping (the team needs this, we have to get in there to complete this run) making the consequences not seem as bad (you just have to keep him busy long enough for us to get back - or it's less than half an hour of pain, you can take it) and ruthlessly hammering on some character trait or flaw or previous experience that comes up, the decker decides to do it, against her better judgement.
And then when she gets in the room, suddenly all the other players words seem hollow. When she gets out (whether or not she has gone through with it) she will be using her specialty to cause problems to the Face.

This is all not good, but you can avoid that by not having your Face be an ass hat.

As for the ganger thing. That is really odd, as near as I have been able to tell, gangers operate largely on intimidation and staredowns. If every staredown ended in a fight, whats the point?

And the reason to keep going? Because I am not taking this personally, enjoy debating, have brought up different points as the conversation has gone on, had different opposing points brought up. If you think it is the same thing over and over, you need to read a bit closer. There may be similar underlying themes, but those are worth exploring as well.
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The Stainless St...
post Dec 14 2005, 12:57 AM
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QUOTE (TheHappyAnarchist)
If you think it is the same thing over and over, you need to read a bit closer.


Really? Let's review:

QUOTE (This Thread)
QUOTE (Sicarius)
I've always felt like players needed to control their characters actions, and not have them forced by a set of dice.

QUOTE (mmu1)
...the GM or the other players have no business making a character do something the player doesn't want to do - ever.

QUOTE (Glyph)
...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.

QUOTE (Shadowdragon8685)
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.

QUOTE (Shadowdragon8685)
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.

QUOTE (Shadowdragon8685)
Dice should never substitute roleplaying, and they should never take control out of the character's hands.

QUOTE (Shadowdragon8685)
using social skills is even less tolerated, because it involves taking away control of someone else's character.

QUOTE (Glyph)
[Magical control as opposed to social influence] doesn't force you to play your own character a certain way. The biggest objection to rolling social skills against PCs is that it lets the GM or another player essentially turn your character into an NPC.

QUOTE (Glyph)
No... you have either another player or the GM essentially reducing you to an NPC... if I'm not allowed to play my own character, then what's the point of even showing up?
QUOTE (Shadowdragon8685)
when you start taking away his right to play his character, you've relegated him to the role of NPC


This is not a debate: This is restating an assertion Ad Nauseam.

Over and over again with the control... Hey - Guess what! You can't control everything all of the time! You can't even control YOURSELF all of the time!

Learn to live with it.





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TheHappyAnarchis...
post Dec 14 2005, 01:45 AM
Post #170


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Well, okay. But it is an exercise in developing different ways of attempting to explain things, as well as providing evidence and assertive arguments in a debate setting.

Even if one side is really saying the same thing over and over again.

Either way, I am enjoying it. If you are not, why are you still reading it?
Reminds me of an RPG.netter's sig line. Something along these lines.

What the hell is wrong with gamers. Even my dog knows not to stick his nose in something he doesn't like. ;)
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ShadowDragon8685
post Dec 14 2005, 01:45 AM
Post #171


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If someone is trying to get me to do something I don't want to do, I don't care how smooth they can talk. It ain't happening. So why should my character, who can be just as obstinate as me, do something she dosen't want to do?

Short of mind control, the answer is "she shoulden't."
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eidolon
post Dec 14 2005, 03:45 AM
Post #172


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QUOTE (critias)
Huh. ...other characters or NPCs. Isn't that curious?


Oh no! There's something in the rules that says the opposite of the way I play! Guess I'll have to switch game systems.

QUOTE (TheHappyAnarchist)
Even if one side is both sides are really saying the same thing over and over again.


There. No need to thank me. ;)
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hyzmarca
post Dec 14 2005, 03:51 AM
Post #173


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QUOTE (ShadowDragon8685)
If someone is trying to get me to do something I don't want to do, I don't care how smooth they can talk. It ain't happening. So why should my character, who can be just as obstinate as me, do something she dosen't want to do?

Short of mind control, the answer is "she shoulden't."

Well there's the rub. Smooth talking isn't about making you do something you don't want to do. It is about telling you why you want to do it.
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ShadowDragon8685
post Dec 14 2005, 04:13 AM
Post #174


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Which becomes mind control, because short of large amount of nuyen changing hands (specifically, from someone else's hand into my hand,) there's no incentive. And I'm the decision-maker of what's acceptable, not the dice.
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Critias
post Dec 14 2005, 04:39 AM
Post #175


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QUOTE (ShadowDragon8685)
If someone is trying to get me to do something I don't want to do, I don't care how smooth they can talk. It ain't happening. So why should my character, who can be just as obstinate as me, do something she dosen't want to do?

Short of mind control, the answer is "she shoulden't."

I wonder how many people have said that same line, right before getting conned/bluffed/swindled/seduced/lied to.

You think "you don't care how smooth they talk." That's how they get you.
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