Ajidica
High Quality Person
- Joined
- Nov 29, 2006
- Messages
- 22,482
I know a lot of us do pen and paper role playing games, but somehow we don't seem to have a thread on role playing games!
To start the discussions:
I've run into an issue when I DM games when players try and do social tests with the villain. For example, I was recently running a one-off set on Barsoom / John Carter of Mars (swashbuckling adventures set on fantasy Mars) where one player character, a royal princess, was trying to convince the villain, a pirate queen, that the pirate queen should release the party as they came in peace with the implied threat of the royal navy coming to search for her - and the royal navy's habit of ending threats against the royal family. This was an action in line with the character, rules, and setting so I allowed it. The princess rolled very well and the pirate queen rolled terribly. However, I didn't want to let the party just walk out and completely bypass the big final fight; so I gave them a bunch of advantage dice and moved into the boss fight. How might you guys have resolved the impasse I found myself in?
Related, how do you handle DM characters trying to persuade/deceive player characters? In the above campaign, I had the pirate queen's trusted lieutenant try and convince the player characters there was no hope of escape because a sandstorm would cause any airship to crash against the canyon walls (though it was perfectly clear outside). Because the lieutenant is trying to deceive the players, I made the players roll an insight/intuition test to see if they could tell they were were being lied to. The players failed the roll, however, because I called for an insight/intuition roll, they knew their characters were being lied to and it was a bit awkward for the party to do something they as players knew was wrong. Any advice on handling these sorts of situations?