Dialogue in Solar Echoes is another
mini-game that was developed to quantify things for players when
conversing with a non-player character (NPC.) Often, in other RPG's,
conversational ability is represented in the game through a single
die roll indicating success or failure. Sometimes this approach
degenerates into a form of "mind control," where players
with high ranks in the ability will be able to convince an NPC to do
whatever they want. In Solar Echoes, we have designed the system to
incorporate a few more angles. An NPC will have a target "Posture"
players must achieve with their persuasive abilities, with risk and
rewards attached to each type of persuasive attempt (diplomacy,
bluff, or intimidate each raise or lower NPC Posture different
amounts.) All players on the team may participate as well, instead of
waiting around for the one character with high ranks in persuasion to
do all the talking--other players can use their skills to determine
possible conversational advantages that can be gained. For instance,
an NPC may have an unusual, customized pistol and a character with
high ranks in the firearms skill may have a chance to notice
this--admiring it and making a successful firearms check will allow
the player to say something about the gun that will impress and raise
the NPC's posture an additional point. A failed check might cause the
comment to come off the wrong way--the NPC might misinterpret the
comment as covetous or as mocking.
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