4 hours ago, Donovan Morningfire said:Some players (and some groups) are just happier rolling the dice and providing the bare minimum of "role" playing in their RPGs. While it's not my preferred style of gaming (I very much prefer to add role-playing elements when and where I can), that doesn't mean it's an inherently "wrong" or "bad" way to play RPGs.
As has been mentioned, some players just aren't comfortable giving all the extra fluff for social interactions that a face character would know how to say. To quote Krista (wife of GM Chris of the Order 66 podcast) with regards to an old Saga Edition campaign he was running where she played a Twi'lek Noble (who was indeed the party face), "I don't know the exact right words to say, but my character sure as **** would" at a point when the GM (Chris) was trying to get her to engage in deeper social interaction with an NPC, and at that point in the night she really wanted to just roll the dice against what was ultimately a throw-away character with minimal plot relevance at that point.
I honestly feel the best approach is to just require the bare minimum of how the PC wants go about the social check, such as a general gist of the dialogue or a summary sentence, and not penalize them or harangue them for not being interested or capable of getting into a deeper social interaction with an NPC, especially if that NPC isn't uber-critical to the campaign's plot. And if the player is willing to get more into the dialogue exchange or even comes up with some really choice lines prior to making the skill check, then toss them a boost die or two.
It's not unlike the way 7th Sea 2nd edition handles skill checks, namely that while you really don't need much to determine what it is your rolling, going the extra mile for a cool description of how you're doing it is worth a bonus to the roll, with a better and more evocative description potentially being worth a bigger bonus to the roll.
As for the "well my players have no problem describing their attacks in combat," I think a part of that is it is the very rare RPG player that's not seen a decent volume of action movies (fantasy, historical, modern, sci-fi, etc) where combat occurs, and thus can use those as a reference point even if the player themselves has no actual combat training. I myself have no training in classical fencing, but I've seen enough films featuring such things that for a swashbuckler character I can give at least a half-way decent description of how my swordsman goes about dueling his foe. And while a great many of those films do feature dialogue exchanges, such scenes tend not to stick out in most viewers' minds save for the ones where there's some really cool and/or funny one-liner. After Blade and the Matrix came out, the Shadowrun games I was in was almost drowning in PCs who described their actions in combat by drawing from those films, and I'm sure the John Wick film inspired characters who attack with near-clinical efficiency. Over in Legend of the Five Rings during the time AEG owned the property, various samurai anime were a big influence to both characters and how they attacked, with Rurouni Kenshin and Samurai Champloo being particularly notable.
I guess something else to keep in mind is that Star Wars is primarily about action, about the heroes (the PCs) doing things. I remember one of the complaints when the prequels came out was that there was too much talking in TPM and AotC about what were plot-trivial matters (YMMV on how much of that is true.) There's probably a great many players that view conversation-based encounters as akin to cut-scenes in an action-orientated video game; something to endure or preferably skip through as quickly as possible to get back to the action.
Yeah I can't argue against the Character being better at stuff than the Player, as that's just not logical to me. Also, I didn't feel that you were leveling it at me but I do want to say that I really don't ascribe to a "wrong" or "bad" argument, but I feel like this hobby has a lot of tastes and if you find the right ones for you it's just that much better. Good to Great.
I love and use the boost for description thing and seeing it brought up again is just great. One of the things I love about SWRPG is Boost/Setback instead of +x/-x.
11 hours ago, 2P51 said:Time and a place. Stand up comedy at a memorial service? Maybe I suppose, depending the decedent, but in general? Nope.
Charm, certainly not while weapon fire is going off, even if they're potentially willing to listen most people are focusing on leaving with the same number of holes in them they walked in with, not your bubbly effervescent wit. Even Scathing Tirade and Inspiration Rhetoric need at least for people to be able to hear you realistically.
Charm check for getting the price down on an item? In reality maybe, but in game mechanics it's supposed to be Negotiation, because when it's time to talk money, bidness is bidness.
Just like the Deception conversation, using Charm to lie, in reality it's the smart way to lie and get away with it, but we aren't talking about actual definitions of words, we are talking about mechanics in game terms, so what it is, not how you're doing it.
Too thin a line between all the social skills imo, if you let them blur a little you might as well not bother. I tend to insist on the Skill required simply because there are too many Talents focused on specific Skills, and if I let the player who didn't invest in being business savvy suddenly able to do it in another way the merchant character is slighted.
Pretty much goes for all the Skills, you blur lines and you might as well toss em all and just go with a few Skills. Kill, Move, Talk, Think, and Touch, and call it done....
Thank you for this. I have actually had a player draw on a bad guy, shoot him successfully, and in the next round try to talk his way out of the combat.
I think that there are too many, so for me it seems like the old school solution of Rulings not Rules is the way to go. I feel like making static uses just continues the constant narrowing and handing over authority to a giant bureaucratic rules process instead of having the GM rule quickly and decisively as you pointed out recently.