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mfb
the key point here is that the player needs to be trying. if you're playing a mage who uses Pentozale dance for centering, you should look it up and find out about it. if you get something wrong, well, you were trying and the dice should cover you. if the player isn't trying, and their lack of trying is affecting the game, then the dice shouldn't cover them. personally, i've got a Trivia folder in my browser's link bar that is chock-full of interesting factoids i use to enhance my roleplaying of different characters.
sunnyside
As a GM I think it's important to consider the desired outcome of what you do. For me my desired outcome is good RPing, fun, and if possible having my players come out better gamers/people afterwards. The latter often by nudging them to try a different play style than what they're used to.

Anyway so my RP dice mechanic works thusly.

An honest effort at RP can possibly get you a bonus, but IT CAN NEVER GET YOU A PENALTY. (Note you can still get penalties for a situation that's particularily bad or hard to have a good excuse for. You just don't get penalties for the sort of situations that you wouldn't penalize a regular roll for).

The reason is that I want the person to not shy away from the RP. If you make the person who isn't smooth take penaties regularly they'll have a bad time and they'll try to ROLL play more because it works better.

So what happens when they say something really stupid or obnoxious? Unless they roll a glitch while they're at it you pause and let them know, gently if neccesary, that what they said could be taken wrong. If their goal is to be a little obnoxious than let them, but maybe have the roll apply towards really irking the NPC etc.

This is perfectly fair as you'd probably do it already for other types of active/knowledge skills. For example if you had a new player with the apropriate knowledge skills and they said they wanted to astrally project at full speed and fly up to a space station you wouldn't say "Ok you go insane as you break the atmosphere" you'd tell them that their character knows that leaving the atmosphere astrally is bad news.

Same deal applies to insulting trolls if you're a face.
mfb
i don't think i'd apply any dice penalties, either--but what i might do, if a player is being particularly obnoxious, is simply not allow them to roll, on the basis that they're not doing what they say they're trying to do. if some player's being an idiot, calling the powerful oyabun names and then trying to roll etiquette to act friendly, i won't let them roll since they're obviously, purposefully not using etiquette.
Kyoto Kid
...exactly the same approach I took. In one scene, the character I mentioned basically insulted the prospective Johnson (a fairly important and powerful one that) right off the bat. When the player tried to go the route of let's just roll off & see who wins (with the PC's Charisma boosted through use of magic which the Johnson's mage noticed) I simply took out a dice cube (36 dice) removed one and said OK, and by the way, the J will use her edge (7) in the roll as well, ready? The player gave up.

Considering the PC (and player) was acting in a hostile manner, this only would have aided the Johnson's chances further. The funny thing is I didn't even take into account the J's levels in Cool Resolve and Somantic Control metamagic. Heck by dice roll alone, the Johnson may very well have succeeded in getting the PC to pay her. grinbig.gif
Demon_Bob
Sometimes negative penalties should be given for in game Social Situations.

It does not have to be based on what the Player said.

The man in question happens to be from your native country and is feeling a bit homesick. You talk to him for a bit about your experiences growing up in the FatherLand, and that your hoping to visit Gramms again next month and he lightens up, becoming more friendly.

The Irish Ork feels that when the time finally came that his country was liberated from English Rule, along came a bunch of snooty stuck-up Elves and took over his country. So you'll understand why he really doesn't like Elves with an English accents.

The man just found out that his "all to friendly and charismatic co-worker" just got promoted to the job he was hoping for, despite the fact that it was never posted, (as per regulations), and that the "all to friendly and charismatic co-worker" has an horrible employee record that should have got him fired 3 months ago, except that he was sleeping with the head of H.R.. Now you come in and try the smooth approach. Any other would have worked great.

And sometimes it should.

If listening to the players conversation I feel that I just got off-line from talking to a white supremest that was trying to endear me, believing me to be of his ilk.
Then big negatives, and an OOC discussion.
Regardless of how honest an attempt the player was trying to make.
toturi
QUOTE (Kyoto Kid)
...exactly the same approach I took. In one scene, the character I mentioned basically insulted the prospective Johnson (a fairly important and powerful one that) right off the bat. When the player tried to go the route of let's just roll off & see who wins (with the PC's Charisma boosted through use of magic which the Johnson's mage noticed) I simply took out a dice cube (36 dice) removed one and said OK, and by the way, the J will use her edge (7) in the roll as well, ready? The player gave up.

Considering the PC (and player) was acting in a hostile manner, this only would have aided the Johnson's chances further. The funny thing is I didn't even take into account the J's levels in Cool Resolve and Somantic Control metamagic. Heck by dice roll alone, the Johnson may very well have succeeded in getting the PC to pay her. grinbig.gif

Then it is the player's own fault for overestimating his prowess. Nothing to do with Roll or Role playing at all. If the PC had more dice in the first place, but you added an overwhelming number of dice for your GM PC, then you are just escalating the conflict. But if you built your GM PC as a 1 trick pony(hence the overwhelming dice), then don't blame your PCs for doing so as well. Then it all depends on what you want in your game.
Kyoto Kid
...the NPC was built that way from the get go (long before the actual session mentioned above), and is one of my more important "cast of shadows" figures.

In past scenarios the player in question, (as mfb commented), was often obnoxious and overbearing, and consistently played the character that way. Tired of the attitude, most negotiations degenerated into simple roll offs just to get on with the mission so the other characters in the group could do something. In doing so this character would literally run roughshod over mundane Johnsons. who hadn't a prayer to counter the PC's oft spell boosted ability. After a couple of attempts to try and level the playing field a bit I felt, it finally felt was time to bring in the big guns & give the character (and player) a bit of a reality check.

After all was said and done and the mission was over, the other players in the group supported my action.
MaxHunter
Then I believe is the problem was that player and his aggressive attitude -definitely an OOC thing and then roleplaying descriptions was not the real issue...

Oh, and I do have my players describe what they do because I get tired of making up everything myself. When they do a good job, and the story is enhanced by the players' vivid descriptions I do hand out bonus dice, even automatic success if the situation was not too hazardous.

What I certainly do not like the "Earnest Players vs Evil Overpowering Gms" nor "Sorry Hardworking Gms vs Obnoxious Munchkiny Players" threads that spring up over here from time to time.

Cheers,

Max
Kyoto Kid
QUOTE (MaxHunter)
Then I believe is the problem was that player and his aggressive attitude -definitely an OOC thing...

...it did come to that on a couple occasions, but to little or no avail.

Because the character was continually played so out of context even after stepping OOC made it a roleplay issue.
knasser
QUOTE (toturi)
QUOTE (X-Kalibur @ May 19 2007, 12:51 AM)
Anyone can play a face, schmoozing isn't even that hard. It's that people simply become socially inept because they think "oooh, I have 18 dice to throw when I get into social encounters, I'm untouchable" and they start saying stupid shit. I don't allow my characters with low logic/int/cha to be really smart/witty/charismatic because that's metagaming me onto my characters. Just like it is metagaming to go "I've got dice coming out my ass for this roll, I can say whatever I want".

If the player just doesn't actually know better, give them a nudge as a GM. There are also social faux pas tests in case they messed up but you want them to have another shot.

You can call it elitist if you like, I call it roleplaying.

But saying stupid shit with 18 dice makes the listener think that what you say is actually smart/interesting/etc. Saying smart things with few dice means the people around you think you are acting like an ass.


No - the only thing saying stupid and insulting things and then rolling 18 dice on a negotiation test achieves, is to damage the reality of the game and everyone's suspension of disbelief.

We use dice for combat and piloting helicopters because we don't want to run around our living rooms with swords or making vroom vroom noises and playing with make believe controls whilst a critical panel of experts estimates the likely results of our actions. But you can bet if we actually could have a fight or fly a helicopter without consequences as part of the game, we would. The difference with social actions is to a large part we can get closer to actually being there. And so we tend to do that by considering our own words to be the literal PC to PC / NPC dialogue in game. To do otherwise cuts us off from a large part of the immersion in the game. But that means a player should make an effort to keep their dialogue in-line with the effects they want to achieve in order to make that immersion real. The ideal is where the player is fully capable of the social interaction that his or her character is capable of. If the player is willing, but simply has difficulty then I as a GM (and I'm sure most others) would do our best to smooth things over and make things easy on the player. If the player is deliberately at odds with what they state their character's aims are, then that sympathy evaporates in zero time. They are damaging the reality that we as a GM's strive so hard to create. When did acting out of character become acceptable again, because I think I missed that post?

If people insist on drawing parrallels with non-social attributes and skills, such as the aforementioned combat scenarios, then let us at least draw a more accurate parrallel. Calling the Johnson a name then rolling an armload of negotiation dice is the equivalent of saying "I'm going to stand on one leg when I attack" and then rolling an armload of close combat dice. Is the GM justified in imposing severe dice pool penalties? Absolutely.

If a player is struggling to play a socially adept character then take the simple approach of abstracting the dialogue. "I go up to the barman and try to get talking, and bring it round to who was in here last night." You don't have to make the player try to think of smooth ways of leading the conversation around. But if a player is just being an arse, they take the consequences.

My opinion.

-K.
Kyoto Kid
...knasser, thank you. I agree totally since social interaction is one of the things we can realistically perform during a game session (besides, using thermite to breach the bathroom door is a good way to lose your security deposit).

If I really wanted to be a hard ass GM (& maybe I should at times) here is what should most likely happen:

Face Character deliberately insults Johnson & his associates during the "set up" phase of the meet. Johnson politely stands up and looks at the team, bids adieu and walks out [no negotiation test, basically the game session is over before it begins. Time to break put the cards]. Behind the scenes the Johnson gets on his/her grapevine puts out a word about the team he/she just spoke with. This word gets around to the team's fixer(s) who in the process may have lost a bit of street cred with this particular Johnson and anyone else the J may network with. Suddenly the runners are lucky to get milk runs for the next several jobs that barely cover even lifestyle expenses all because their face goes around as if they had the Uncouth quality.

But the real topic here is playing of a Face and IMO, the bottom line is if a player is constantly and purposely obnoxious in his or her style, then basically they should look at other character types to play and let someone else with more social tact play the face.

Just my two rubles...
odinson
QUOTE (knasser)

If people insist on drawing parrallels with non-social attributes and skills, such as the aforementioned combat scenarios, then let us at least draw a more accurate parrallel. Calling the Johnson a name then rolling an armload of negotiation dice is the equivalent of saying "I'm going to stand on one leg when I attack" and then rolling an armload of close combat dice. Is the GM justified in imposing severe dice pool penalties? Absolutely.

If a player is struggling to play a socially adept character then take the simple approach of abstracting the dialogue. "I go up to the barman and try to get talking, and bring it round to who was in here last night." You don't have to make the player try to think of smooth ways of leading the conversation around. But if a player is just being an arse, they take the consequences.

I kinda agree with you. I think the roleplaying should be a tool used to increase or decrease chances on the actual rolls. In combat you can get bonuses for taking cover or teaming up on one guy or numerous other things that would be considered good tactics and strategy. If you do something stupid in combat like run out in the middle of a gun fight or stand on one leg to attack someone then yeah you would get penalties to.

If the player who is the face wants to know who was in the bar last night then saying, "I talk to the bartender and try and find out who was here last night." would be perfectly acceptable and you would ask the player to roll his skill and be done with it. If the play went up and roleplayed the situation well you should be like ok, roll you skill and here is some extra dice for roleplaying the situation. When I say roleplay the situation well, I mean in a way that just about anyone could do it. You go up and make some small talk, and try and steer the conversation to whatever it was you were looking for. It isn't really how well you were but that you tried to roleplay it well. If the player went up and started being rude and calling the bartender names and then asked I would say ok roll your skill and roll this many less dice for your roleplaying. Rolling a bunch of hits and still getting the information might be represented by the character being really annoying and the bartender telling him what he wants to know to get him the hell out of there.

Thats what I think.
toturi
QUOTE (knasser)
No - the only thing saying stupid and insulting things and then rolling 18 dice on a negotiation test achieves, is to damage the reality of the game and everyone's suspension of disbelief.

We use dice for combat and piloting helicopters because we don't want to run around our living rooms with swords or making vroom vroom noises and playing with make believe controls whilst a critical panel of experts estimates the likely results of our actions. But you can bet if we actually could have a fight or fly a helicopter without consequences as part of the game, we would. The difference with social actions is to a large part we can get closer to actually being there. And so we tend to do that by considering our own words to be the literal PC to PC / NPC dialogue in game. To do otherwise cuts us off from a large part of the immersion in the game. But that means a player should make an effort to keep their dialogue in-line with the effects they want to achieve in order to make that immersion real. The ideal is where the player is fully capable of the social interaction that his or her character is capable of. If the player is willing, but simply has difficulty then I as a GM (and I'm sure most others) would do our best to smooth things over and make things easy on the player. If the player is deliberately at odds with what they state their character's aims are, then that sympathy evaporates in zero time. They are damaging the reality that we as a GM's strive so hard to create. When did acting out of character become acceptable again, because I think I missed that post?

If people insist on drawing parrallels with non-social attributes and skills, such as the aforementioned combat scenarios, then let us at least draw a more accurate parrallel. Calling the Johnson a name then rolling an armload of negotiation dice is the equivalent of saying "I'm going to stand on one leg when I attack" and then rolling an armload of close combat dice. Is the GM justified in imposing severe dice pool penalties? Absolutely.

If a player is struggling to play a socially adept character then take the simple approach of abstracting the dialogue. "I go up to the barman and try to get talking, and bring it round to who was in here last night." You don't have to make the player try to think of smooth ways of leading the conversation around. But if a player is just being an arse, they take the consequences.

My opinion.

-K.

So if someone can realistically perform jujitsu or shoot a gun, do you go fire off some rounds to see if you hit the target? Or do you give bonus dice for shooting?

"I'm going to stand on one leg when I attack" - "If do right, no can defend." So roll the 18 dice, kick the guy dead. Dice pool penalties? What dice pool penalties?
odinson
Called shot to the head. Either -dice equal to armour rating to hit an unarmoured target, or -dice to increase damage by attacking a vital area.
mfb
if someone decided they were going to describe their stealth as running painting their naked body bright orange and running around in the most well-lit area of the facility, d'you think you might impose a dice penalty? or even maybe just not let them roll? if the player is deliberately acting counter to what he's rolling, then they should either take a dice penalty or, my favorite, not get to roll at all.
toturi
I'd just go with the fact that the walls of the facility are suddenly painted day-glo orange. You GM, you God, you can change the world.
mfb
no. me GM, me god, me not allow players to run roughshod over my world. you sucker. i mean, seriously, you can alter the fabric of reality in your game world, but you can't tell a player 'no'? gimme a break.

look, man, i understand that you're not interested in anything but the rules as written. but can you at least take a stab at understanding that the rest of us aren't really interested in conforming to the rules in the face of common sense? that we're not interested in completely destroying all sense of immersion in order to avoid the slightest possibility that the GM might have to actually adjudicate something?
laughingowl
QUOTE (mfb)
if the player is deliberately acting counter to what he's rolling, then they should either take a dice penalty or, my favorite, not get to roll at all.

Emphasis mine.

MFB:

That is the key point. If the player is intentionally trying to drawk attention then no they dont get a stealth roll.

Likewise if the player in trying to piss somebody off (perhaps to get them to take a swing) then they arent going to roll to make friendly friendly.


However, The implied question and what several of us are commenting on, is when a non-social PLAYER attempts to have a face CHARACTER.

Here you should not penalize a player for poor social skills any more then you would penalize a player for poor endurance. (how many of us could still run a mile with a full pack on)


Now from some of the later comments it does sound like the player in this direct example IS trying to be obnoxious. In which case there is even a better solution than not allowing them to make rolls.

'Hey bub, we all here are trying to have fun, If you're not having fun, or your fun is in antaganizing the rest of us then your are more then welcome to not come to the game!"


If the character is attempting to make smooth talk, and player is social inept and bumbles it bad (but does try to roll play). Make the roll, and then describe out what happens, giving the player a better idea how it might have gone.

If the character is trying to make smooth talk, and the player is just being an obvoxious jerk. Address the obnoxious jerk like you would any other, whether it is their face, or it is the gun-bunny. Players causing problems are not welcome in my games (atleast).

If character is purposly being oboxious (for some reason) then modify dice rolls as appropriate (or even deny dice rolls).




Player SKILLS do not matter in determining outcome.


Player INENTIONS do matter in determining outcome.
mfb
indeed. s'what i'm saying.
toturi
QUOTE (mfb)
look, man, i understand that you're not interested in anything but the rules as written. but can you at least take a stab at understanding that the rest of us aren't really interested in conforming to the rules in the face of common sense? that we're not interested in completely destroying all sense of immersion in order to avoid the slightest possibility that the GM might have to actually adjudicate something?

There are already canon modifiers for the various skills. Use them. If your player wants to sneak across the brightly lit compound in day glo orange, use the canon modifiers for that. There is no need for GM extras.

If the PC speaks in an insulting manner to the J, then so be it. Impose the canon modifiers if you wish. The mods are already in the book. Imposing more modifiers because you think the PC shouldn't succeed is tantamount to handwaving in his failure. What's the point?

The modifiers are all there in the books, use them. I am not going to punish my players because they researched the rules better than I. If the worst canon mod is -4 dice for an enemy, then I won't impose a -5(and I'd just impose the -3 for a Hostile at most), just because the PC was rude to the J. Adjucate within the framework of the rules.
mfb
modifiers are nice, but they can't cover every situation--and especially, they can't (and shouldn't try to) cover situations where the player is being deliberately disruptive. it is the job of the game rules to deal with characters; it is the job of the GM to deal with players. as far as handwaving failure, i'm ready and willing to do so if i think the player is being distruptive. if he's being inventive, if he's being imaginative, if he's even just being ill-informed, i'll let him have a shot. if he's being a dick, i'll dick him right back. like i said, i'm in favor of not letting the guy roll at all--modifiers are too subtle for my taste.

you're trying to keep the roleplaying and the game separate, and that's fine for you. i prefer to keep them at least somewhat linked. i refuse to allow someone to disrupt the game because they've got a bunch of dice.
odinson
There is always the street reputation modifier. Every time the character showed up at a meet and stared acting obnoxious he would get a point of notoriety as per "incredibly obnoxious or callous behavior." I would assume showing up and being rude is incredibly obnoxious. After a few games the -3 from hostile and the -know street reputation mods would add up. And that's all cannon.
toturi
QUOTE (odinson)
There is always the street reputation modifier. Every time the character showed up at a meet and stared acting obnoxious he would get a point of notoriety as per "incredibly obnoxious or callous behavior." I would assume showing up and being rude is incredibly obnoxious. After a few games the -3 from hostile and the -know street reputation mods would add up. And that's all cannon.

Granted that Notoriety affects Street Cred in Negotiation or Etiquette rolls, but if the PC can take the -3 hostile and -1 Street Cred(Notoriety) and still have a good chance of success, he gets the roll without the GM modifiers. And it gets better from Intimidation or fear based rolls, I do not punish such behavior in my games. There is a rule mechanic consequence, I apply that. If you succeed, you succeed. If you don't, you don't.
mfb
i seriously can't picture in my head how your games work. i'm tempted to get you to GM a quick game for me for the sole purpose of having my character repeatedly break the fourth wall, just to see how you handle it.
toturi
If your character can soak the damage from the fourth wall, you are welcome. I'd take you up on that once my plate IRL isn't so full.
mfb
that's my point--by your logic, there won't be any consequences. i won't have done anything wrong. i'll have made some crime lord my best friend because he thinks the way i pissed on his mother was funny--he's not gonna wake up later and realize "waitaminute, now my mom smells like urine!" he's just gonna be cool with it for no explicable reason.
knasser

If a player is attempting do something, then they get to roll the relevant pool, subject to modifiers. If a player is calling the barman a twat or making crude innuendo to Miss Johnson, then I find it hard to consider it "attempting to do something" where the "something" is asking for a favour, etc. To extend the principle to absurdity so that I can highlight what is wrong with it, you might as well have a player pour water over a pile of wood and then roll his camping skill to start a fire. The character is clearly not attempting to do what the player says he is attempting to do. And thus inviting Wrath of GM. Unless the player, really and genuinely lacks the social skills to recognize when their character's behaviour is at odds with their intention, then they're going to get penalised and that penalty is without cap because the degree to which their behaviour can be at odds with stated intent is without cap.

If it isn't deliberate then I take a sustained approach of advice and abstraction where necessary, as I said earlier.

It occurs to me that one reason why I don't suffer this problem much (apart from sensible players) is that I as a person am capable of playing an NPC as socially aggressive. A Johnson or a Big Villain is a competent, talented professional. I consider them to be able to put down any ego-tripping 2-bit psycho who mouths off to them, and they do when you've got me GM'ing their mouth. Players are like creatures from a horror film. They can smell fear or weakness and are drawn to it. And you can sig me on that!
toturi
QUOTE (mfb)
that's my point--by your logic, there won't be any consequences. i won't have done anything wrong. i'll have made some crime lord my best friend because he thinks the way i pissed on his mother was funny--he's not gonna wake up later and realize "waitaminute, now my mom smells like urine!" he's just gonna be cool with it for no explicable reason.

Huh? What does this have to do with the discussion?

Anyway, if the PC did piss on some crime lord's mum(if he did not already sell her to the ghouls), then he would be hostile. Maybe even to the point he upgrades to enemy. But that would be it. The consequences of the upgrade from hostility to enemity might have a story effect but mechanically if the PC talks to the crime lord again, it would be a -1 dice more. But certainly, the crime lord would remember that, whatever the subject of conversation, he was convinced or persuaded or some such and cool with that. Unless the conversation was specifically about the crimelord's mom, then I would certainly have the crimelord use his Edge.
Ravor
Wow.

You know toturi I've long suspected that you weren't being serious on these forums, but this clinches it, now I know there is no way that you can possibly be serious.
toturi
What's not serious about my post? Perfectly serious.

You have convinced the crimelord about the subject you were discussing without the shadow of a doubt. He absolutely believes you, you made a convert out of him. But he'll hate your guts. Maybe 1 dice more if you talk bad about his mom. If you were discussing his mom, you'd have made him so angry about his mom, he'd kill her for you - if you've beat him in the test by many more hits. How likely is that? Well, let's just say that I follow the rules about NPCs too.
Ravor
Oh I wasn't talking soley about that one post, I was referring to the fact that there is just no way that you can possibly be serious about running your game with such blind aherence to letter (As opposed to the spirit.) of sarcastic.gif RAW sarcastic.gif as you try to claim in the various rule discussions that come up.
toturi
Believe me, I intend to run that game - give me some time to clear my plate. You can quote me on that.
Ravor
Call me a suspicious old man if you want, but if/when you do run that game special for mfb it wouldn't prove anything considering that the game was set up with that very reason in mind in the first place.
toturi
You're welcome to join, old man.
Ravor
*chuckles* Thanks for the offer toturi, but I don't think I would enjoy that style of game very much at all. (Besides, I've never had much luck with IM Games, having an average lag that is counted in seconds tends to do that.)
fistandantilus4.0
Stop baiting tutori please.
mfb
edit: i don't think this is the place for this discussion, as we're not really talking about how to play a face. i'll make a new thread.
Kyoto Kid
...response had been copied to a temp file for inclusion in mfb's forthcoming thread.

Many apologies in part on my behalf for this getting out of hand. My original intent was to illustrate what I felt was an inappropriate way of playing a Face Character based on the discussion at the time.
mfb
im in ur threds peeing on ur moms
Kagetenshi
The answer is simple, if not necessarily easy (or, for some people, satisfying) to put into practice: roll the dice first, then roleplay the result. Not the other way around.

~J
Aristotle
QUOTE (Kagetenshi)
The answer is simple, if not necessarily easy (or, for some people, satisfying) to put into practice: roll the dice first, then roleplay the result. Not the other way around.

~J

This is an excellent way of handling social interaction. I've used it in the past.

While it may be a "role vs roll" argument; not everyone I invite to my table has experience with role playing, or has the right personality/skillset/maturity to play a character concept they want to try. I let the dice to the talking.

I do ask for basics. Who are you questioning? What basic tactic are you putting into use? And what type of information are you looking for? Additional bonuses/penalties are rare in my games, unless someone does something spectacularly brilliant or dumb. I guess I "roll play" the game, while I reward "role playing" with additional karma rewards rather than non-standard game mechanic bonuses.
Demon_Bob
Going to edit this Post later when I can think more clearly to be about the subject, but untill then. . .

QUOTE (mfb @ May 19 2007, 08:27 PM)
if someone decided they were going to describe their stealth as running painting their naked body bright orange and running around in the most well-lit area of the facility, d'you think you might impose a dice penalty? or even maybe just not let them roll? if the player is deliberately acting counter to what he's rolling, then they should either take a dice penalty or, my favorite, not get to roll at all.

biggrin.gif Well that depends did the GM say there was a Naked Marathon in support of the local colledge football team who's colors happen to be orange and blue?
nathanross
Ive been waiting for this thread to cool down a bit before throwing in my opinion.

As a player who loves to play Faces, I have found that dice are boring and put a huge knot right in the middle of what would normally be a smooth act of roleplaying. The one exception to this is when Negotiating, since the dice really need to determine that.

There should also be some checks to see if what the character is doing suceeds (such as coning a guard), but the character still has to choose their method of attack, what will he say to the guard that will make the guard want to let him through. You dont just go up to the guard, role some dice and he lets you through, that is just too easy and I suspect those who GM like that bore their faces very quickly. There is just no thrill in suceeding from dice, no learning or risk.

I have been lucky to have at least one GM that plays social situations very well, and will only call for dice rolls when he feels the character is trying for something really difficult or at a crucial moment (which helps add tension to the situation). Social interaction is a very important element of Shadowrun, and to skip past it is to loose a large part of the fun that is in this wonderful game.
eidolon
QUOTE (knasser)
We use dice for combat and piloting helicopters because we don't want to run around our living rooms with swords or making vroom vroom noises and playing with make believe controls whilst a critical panel of experts estimates the likely results of our actions.


We don't? Come on, that would make such a great game.

vroom biggrin.gif


I just wanted to jump back in and clarify my earlier statement a bit. I do impose penalties in social situations, but I do so when what the player is saying/doing run counter to what they are actually trying to achieve. This has been mentioned by others, but I wanted my earlier post to be more clear.

QUOTE (toturi)
You GM, you God, you can change the world.


Sure. And I absolutely refuse to do so just to support player asshattery. wink.gif
Demon_Bob
To continue discussion outside of "Playing a Face" please goto
http://forums.dumpshock.com/index.php?showtopic=17593

Had to take some time to think for a minute why people play Faces.
I figure that people play a Face because they either: Want to be the dashing charismatic person that they see in movies; They enjoy Social Interactions and wish to explore the Social side of the shadowrun universe; or They have a Shaman and want to use their high Cha for something else as well.
That being said.
A Face should attempt to walk a line between saying to much and saying to little.
Saying to little tends to make playing a Face kinda boring. You wind up just sitting in the background making die rolls every now and then after a short description of an action.
Saying to much can cause problems as well, either by possibly insulting the person your talking to, or just generally causing them to kinda fade out or forget the point.
As the gunslinger might ask the GM to describe the area so he can make decisions on his actions so should you ask questions about the person you wish to sway.

"Be Short. Be Sincere. Be Seated." FDR, on public speaking.
Somehow I imagine a LARPer would have several good suggestions on playing a Face.
Eleazar
I realize this part of the discussion is over, but I just would like to state I agree with Shadow's position, though not necessarily how he gave that position. The whole point of Role-Playing is the chance to assume the identity of the character. Given some people's "style of play" on these forums, a mentally handicap(this is the extreme I realize this), socially inept, uneducated, or unintelligent person could never play in one of their games. The whole ROLL-playing remark has really lost it's wit and cunning, especially since I don't think it applies very well to Shadow's posts. He still advocates role-playing while enabling those players to role-play a character that is very different from their own individual character. Everyone has their style of play, I understand this. People have a style of play that might seem elitist to Shadow, but this style of play fits very well to the people of the group.

If I make a create a character that is polite, suave, and has great etiquette, I don't want to be axed by the GM because the only way I know to speak is a bit uncouth. If you would then respond that such a player should not play a "James Bond suave character", then I would ask, why should a GM and his "style" dictate the type of character I want to play?
Shev
QUOTE (Demon_Bob)
"Be Short.  Be Sincere.  Be Seated." FDR, on public speaking.


Not to be crass, but that last part seems a little biased, to me... spin.gif
Dizzman
I didn't read all the posts before posting, but this has worked well for me in other games as a GM: If the player doesn't know what to say, but his character would, he gets a etiquette or knowledge skill (if appropriate) check to see what to say. The GM can then give the player a "line" to say to the NPC. If the GM can't think of something, it is pretty clear that know amount of role play or roll play will work.

For SR4 - I would use a threshold of 3 unless it is a very tense or difficult situation, which might require a threshold of 4 or 5.

You might suggest that as an alternate rule for your GM. It still preserves the Roll play aspect of the game while still giving your character the benefit of the dice you clearly paid for in character generation.
Demon_Bob
QUOTE (Shev)
QUOTE (Demon_Bob)
"Be Short.  Be Sincere.  Be Seated." FDR, on public speaking.


Not to be crass, but that last part seems a little biased, to me... spin.gif

I believe he was telling Congressmen to make thier point and move on.
If sometime during your speach a person wonders,"What were we talking about?" Then you have been talking to long. And Yes it might be a little biased, as if that is new to boards.. wobble.gif
Lagomorph
QUOTE (Unarmed @ May 17 2007, 06:38 PM)
I agree that people who are socially inept shouldn't play faces, but I'm certain that not a single person I've met would call me that. It's just that I've made a character that is far more charismatic than anyone I know, really. Still, I know very little about guns and that doesn't really impede my ability to play a character who uses them.

It's a tough line to tread, and really I need to tell the GM that I want to make rolls for more things rather that just let them get RPed out. I do love the flow of RP though, and so sometimes I don't want to blurt out "I want to roll for this!" in the middle of a good conversation, but at the same time I actually want to have my character's skills have as much impact as a street samurai who is really talented with an SMG.

Also, should a character's social skills impact interactions between PCs? My brother's character insulted my character and then I insulted him back, several times, and then he got mad at me and as a result his character no longer likes mine. I attempted to tell him that he probably wouldn't dislike my character as a result of the conversation and interactions, but he was having none of it.

If you guys are in the groove, doing some RP, and you run out of thing to say when your character wouldn't. Ask the GM to help give you some ideas of what to say next based on the roll you make. Or if you make a good roll, let every one come up with something to say at the next spot and use it.

However, between two characters, influence skill wouldn't affect anything I don't think.

Edit: didn't realize this was 4 pages long, this reply is from the first page I think. Sorry for the disruption.
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