[Torg] more NCI questions

Jon Woodman drjon at minnesota-twins.net
Wed Nov 12 10:26:59 EST 2008


I've always felt that in interactions between PC's and NPC's roleplaying is the main route to follow.  I follow the characters roleplaying in determining my NPC's reactions.  If they player is doing a very good job of roleplaying, I allow them to improve the NPC's attitude without a role, or at least give them a favorable bonus for doing so.

If they're doing a poor job, they get an automatic reduction in the NPC's attitude or an appropriate reduction from their die roll.

Say for instance our intrepid detective is trying to get the bad guy to put down the gun and hand over the money:

If my player says something like; "Give it up man, hand over the money."  I'm not thinking our bad guy likely is going to feel very stirred.  In this case, depending on the NPC's actual motivations, I might just reduce his attitude to the players a level.  Or they're getting a -3 on their persuasion roll.  

Now if the player puts forth an impassioned plea, saying things like they'll help him out of this jam, they know it never meant to go this far, basically empathizing with the NPC and giving him a favorable way out, I'll at least improve their chances, say to +3.  

I think Torg is a roleplaying game, emphasis on the roleplaying.  Reward the characters for how well they play their parts.  If they pull something stupid in trying to sway an NPC, let the bullets fly, or at least give them a hint that they're on the wrong track.  While die rolling if part of the game, some of these interactions need to be roleplayed first.  I don't fall for the "I'm trying to charm him" ruse.  Tell me how.  Now by the same token, I'll try to roleplay for the NPC's as much as possible.  I don't think players should be forcibly charmed or persuaded, unless there's a logical reason why they should be.  Such as charming by a vampyre or other supernatural being.  Otherwise, they should be able to determine their own course.

Again, my free advice is worth what it cost you.

Jon Woodman

>------- Original Message Follows -------
>From: "Benjamin Grant" <benn at 4efix.com>
>To: <torg at justintimeadventures.com>
>Subject: RE: [Torg] more NCI questions
>Date: Tue, 11 Nov 2008 15:07:43 -0500
>
>>>Benjamin Grant wrote:
>>>
>>>[I wrote:]
>>>
>>>>>> For simplicity's sake, I usually don't have resisting NPCs generate
>>>>>> Willpower totals, I just worsen their attitude towards the other
>>>>>> character by one step.
>>>
>>>> Isn't that the equivalent of giving the NPCs an average of +3 to
>>>their 
>>>> defense (or better)?  That seems to put the PC to a significant
>>>> disadvantage.
>>>
>>>PCs get P-Points and cards, giving them a significant advantage over
>>>most NPCs (the interaction rules in the original rulebook even point
>>>this out) so it probably balances out.
>
>PCs get P-Points and cards - to my way of thinking, this is because they are
>*supposed* to have that advantage.  By giving the NPCs an average of around
>+3 to their defense, aren't you taking back some of the advantage that the
>system gives to PCs?  I guess what I am saying is that IMO the advantages
>that the PCs get aren't an accident or mistake, and I would prefer not to
>lessen them.
>
>I guess my question becomes apart from feeling like PCs need some balancing
>or depowering from the standard rules (which I don't) is their any other
>justification for giving NPCs a blanket +3 to their defense of NCIs?
>
>>>
>>>> Why not just use the numbers without worsening the attitude level?
>>>
>>>Like I said it was for simplicity's sake, one less die roll to worry
>>>about.
>
>I was suggesting that you can ditch the die roll (which has an average BN of
>zero) and also *not* give the NPCs the advantage of worsening the attitude
>level one step?
>
>>>
>>>It's interesting to note that the chapter on character interactions
>>>never mentions being able to actively defend against Charm or
>>>Persuasion, it's only in the description of the Willpower skill that
>>>the original rulebook mentions it. The interactions chapter really
>>>only mentions things like determining Attitude and Clearing Your Mind
>>>as ways of setting DN and resisting the effects.
>>>
>>>--
>>>Kansas Jim, Torg guru (ksjim (at) sdc (dot) org)
>>>Torg website: http://www.sdc.org/~ksjim/index.html
>>>_______________________________________________
>>>Torg mailing list
>>>Torg at justintimeadventures.com
>>>http://www.justintimeadventures.com/mailman/listinfo/torg
>
>Yeah, I picked up on that.  Luckily I ultimately find an RPG system a tool
>for running a game, but not a straightjacket.  ;)
>
>-Benn Grant
>eFix Computer Consulting
>benn at 4eFix.com
>603.283.6601
>
>_______________________________________________
>Torg mailing list
>Torg at justintimeadventures.com
>http://www.justintimeadventures.com/mailman/listinfo/torg




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