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August 5, 2013

Possible and Unpossible: Using Objections and Incentives

So, you have an Objection (and maybe an Incentive) for the NPC. And a player has finally managed to spit out an Intention and an Approach. And now, it is time to decide whether the InterACTION! can actually work. This is shockingly easy.

In order for an InterACTION! to have any chance to succeed, it really must do one of three things:

  • Overcome an Objection
  • Appeal to an Incentive
  • Create an Incentive

If you think about, it makes perfect sense. After all, why would I say things that don’t make sense. QED. But if that is not proof enough for you, think about it this way: ff someone has a reason to want to not help you, and you get rid of that reason, the person will help. Likewise, if the person already feels inclined to help you, and you strengthen that feeling, that will tip the scale and they’ll help. Finally, if the person has no reason to help you, and you provide them with a good reason, they will help you. For a single InterACTION!, that’s all it takes. One of those three things. When we build more complex scenes and encounters, we’ll revisit these strategies and add a layer of complexity.

So, when the player finally provides an Approach, you have to decide if it does one of those three things. If it does, it is worth resolving. If it doesn’t, it cannot get the party anywhere. I know some DMs will balk at that idea. But these same DMs are okay telling a player that they cannot go west if the only exits to the room are to the north, south, and east. These same DMs wouldn’t allow a fighter to kill an ogre with a purple nurple or a wedgie. Like any other scene in the game, the players have to choose effective actions within the context of the scene or else there is no role-playing because there are no rational decisons. There is just rolling dice.

Let’s look at an example: suppose there is a guard guarding the crime scene where the elvish embassador was murdered. The guard has been ordered not to let any unauthorized people inside. The guard’s Objection is that he doesn’t want to get in trouble with his superiors. However, the guard is scared that, if the crime goes unsolved, hostilities will reopen with the elves and he’ll end up on a battlefield. That is his Incentive. Then, one of the PCs, a level 3 human unauthorized person, shows up.

Guard: “Halt! Authorized people only!”
PC: “Stand aside you fool. I’m authorized by the Duke himself and if you don’t let me in there will be hell to pay!”

In this case, the PC (who may be lying or telling the truth) is Overcoming the Guard’s Objection. The guard doesn’t want to get into trouble. But he won’t get into trouble if he let’s authorized people in. In fact, he might get into trouble if he doesn’t let authorized people in. This InterACTION! CAN SUCCEED!

Guard: “Halt! Authorized people only!”
PC: “Please, I just need to come in for a moment. I actually work for the elves and I’m trying to prove to them that this murder wasn’t sanctioned by the Duke and we’re doing everything to stop it. I want to prevent this from turning into a war! I’ll be gone before you know it.”

In this case, the PC is Appealing to an Incentive. The guard wants to avoid a war for fear of being assigned to the front and the PC is trying to convince the guard that he wants to prevent the war. This InterACTION! CAN SUCCEED!

Guard: “Halt! Authorized people only!”
PC: “Please. Something terrible has happened here and I’m an agent of Bahamut, the God of Justice. I need to make sure the guilty party doesn’t escape to kill again. Justice and right must be served.”

Here, the PC is not Overcoming an Objection or Appealing to an Incentive. Instead, he seems to be appealing to the guard’s sense of justice and the greater good. In other words, the PC is Creating a New Incentive. As the DM, you now have to decide if that new incentive is one that the guard will actually accept. You have to use your best judgment, based on what you know of the guard. I can’t tell you how to decide. Ultimately, YOU have to run your game.

But I’ll tell you that I tend to be reasonably open to any new incentive that is consistent with the NPC and that shows that the player is giving the situation some thought. For example, I don’t think the guard is a bad guy. I think he probably does have some sense of the greater good and justice. His motives are primarily about fear for himself, but that doesn’t mean he can’t be a good person. And I can see the logic the player is using: “the guy is a guard, he’d probably care about justice and he might respect Bahamut.” You might rule differently. You might decide the guard is too afraid of getting in trouble and won’t risk himself to do the right thing for a stranger.

For that matter, you might interpret the whole scene differently. You might decide that the PC is actually Appealing to the same War Prevention Incentive as before. After all, if the crime is solved and justice is served, the elves can be placated. That is fine too. There is no right way or wrong way to deal with this, provided you are consistent in your approach. I can’t tell you how to answer all of these questions, but I can help you figure out what questions to ask in the first place.

A Digression: Costs, Prices, Bribes, and Motherf$%&ing Bartering

Sometimes, the only objection an NPC has is that the cooperation will cost them something or require them to take a risk. Technically, buying a sword from a blacksmith is an interACTION! in that the NPC has a reason not to provide the PCs with a sword: it cost him time and money to make it. The act of paying for the sword overcomes that objection.

Price as an objection in an RPG has two problems. First, if you pay the price, there is no uncertainty in the outcome. Once you hand over the gold, the NPC has no further objection. There really is nothing to roll. Second, the disparity between a reasonable price and the amount of gold PCs are usually carrying around means that most non-adventuring NPCs will let their help go relatively cheaply. Still, some DMs will either artificially inflate prices for no logical reason or else force the players to roll to see if the NPC accepts the price. That’s fine in some cases, but most of the time, it doesn’t work. It’s just strange and artificial. And stupid.

And then there is negotiation and barter. Motherf$&%ing barter. Thanks Pawn Stars dips$^%s for making this look like a fun game to play. Look, people: barter in any non-modern, non-real RPG DOESN’T WORK! Don’t play it out. Don’t try to make an extended scene out of barter. Bartering is based on pricing, economic forces, and a deeply ingrained sense of what things are actually worth and how much the money in your pocket can buy. None of those exist in an RPG. So, neither the DM nor the PC can really figure out what is a “fair” price and how much variation someone might reasonably accept in that “fair price.” If you must do barter, make it a single die roll. Maybe an opposed check between the PCs and the NPC. Whoever succeeds adjusts the “fair price” by 10% or something.

Apart from barter, when it comes to costs and prices and money changing hands, don’t try to nitpick it too much. If you want an actual challenge, do not make it about the price. Make sure the NPC has some other objection, a reason not to want to do business with the PCs. And let the PCs overcome that. Alternatively, you can create a situation where the NPC has a price and the PCs can overcome that price with a persuasive argument. You can even do both at once, creating a short (two action) encounter wherein the PCs first try to get the NPC to deal with them at all and then can try to knock the price down to a discount or to nothing.

Players: We need to take your horse!
Farmer: No! I love that horse! I birthed it and raised it! I couldn’t part with it!
Players: Please! We need to get to the next town as quickly as possible. Disaster is coming and many people will die! We’ll take good care of your horse, but innocent lives are on the line!
Farmer: Well… okay, but I will need ten gold to get a new horse.
Players: Lives are on the line and you want to quibble over coin? I had heard the people of this village were upstanding, gods-fearing people. But this makes me question that.
Farmer: Okay, okay… take the horse. Be good to her, though.

When it comes to bribes, treat a bribe like you would any other action. Decide whether the NPC would really accept a bribe. If so, don’t bother quibbling over the amount unless it is truly trivial. Just accept it and allow it to work. I personally prefer not to roll see if a bribe works. It just seems that once the PCs hand over the coins, the decision is all on the NPC as to whether or not the bribe is worth it. The PCs really can’t influence that decision too much, though a good scene COULD be built around convincing someone how much they need the bribe if they are wavering. Those are the exception though, not the rule. I’m not willing to die on that hill, though, so just use your best judgment.

Sometimes, the PCs will offer a ridiculously expensive bribe. Offering a laborer ten gold in D&D 3E is approximately the same as offering someone about 14 weeks of pay. And you, as the DM, are on your honor to do two things. First, warn them that that is a HUGE amount of money and they could probably get the same result from a single gold (because you represent everything the PCs know about the world and letting them make mistakes like that is being a d$^%bag DM). Second, after you talk them down to “reasonable,” be realistic and consistent. That is, if they offer a huge amount of money to an NPC, most NPCs without other objections will give in as soon as they see the gold. A massive bribe to the right NPC is an “I win” button. You can piss and moan about letting the PCs automatically succeed (or buy success), but in the end, it is your own stupid fault for setting up an encounter with the depth and complexity of buying a soda from a vending machine and hoping to get a great encounter out of it.

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