From: | Gurth <gurth@******.NL> |
---|---|
Subject: | Re: POLL--PLEASE REPLY |
Date: | Mon, 14 Aug 1995 23:23:10 +0200 |
>don't have the skills: We don't act out combat with firearms or martial
>arts or whatever (lucky for me; the majority of GM's would cream me) but
>any good role-player should be able to talk and converse. "Fast-talk" isn't
>a magical skill that makes people give you things; at least, it shouldn't be.
>Make the player/character talk his way out of a tight spot, and then, if you
>still can't decide if the NPC buys it, roll the Fast Talk skill or whatever.
>This is how we would do it;
I actually got a GM a bit nervous today -- we were playing Earthdawn and I
wasn't the GM for once (yay! :) Trouble was, the guy had never really GMed
anything before... So I'm playing this troll illusionist I just made up
before we started, and after a few hours he was starting to get a
personality of his own -- he tends to do something first and think about it
later, and he tries to bullshit everybody with fake reasons why he was where
he was in the first place. The GM didn't know what to do while I was telling
the blood elves "Yeah, we took a wrong turn because of this damn map we were
sold. We wanted to go to Bartertown but ended up in this huge forest, isn't
that right Joe? [the dwarf NPC I was with]" Later Joe suddenly became Bill,
then Jack, and so on, and I had to visit my mother in Kratas, etc. etc. etc.
This was, I think, a pretty good example of trying to fast-talk your way out
of something without making any skill rolls. Of course the character didn't
pay attention to the details so it was flawed from the start, but that's
roleplaying. My mistake was trying to pull it on an inexperienced GM... I'll
play a straightforward character next time :)
--
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