Rolling Fails when Seducing a Dragon
- Madison Green
- Oct 17, 2024
- 5 min read
Updated: Nov 20, 2024
Many of us have experienced this scenario: we're playing a roleplaying game, and someone decides to attempt something outrageous. It could be a daring scheme or a last-ditch effort they wouldn’t consider if their lives were genuinely at risk, as it’s likely to end badly.
Games that involve dice rolls, like Dungeons and Dragons, make these seemingly impossible actions possible! They combine skill and luck, which is one reason we love using the dice. We find ourselves biting our nails as we wait for the numbers to determine our fate.
This could lead us to believe that a game without rolling for success would eliminate any reckless ideas since dice introduce an element of chance. I think the opposite is true!
Allow me to explain.
I saw something just today -- a short clip of a DnD character attempting to seduce a dragon. Crazy scheme? Check. Low probability of success? Check. Let's investigate how the two resolution systems handle this scenario.
We set the scene.
Our adventurers have finally arrived at the dragon's lair. They’ve defeated all the sniveling minions and navigated past deadly traps. Along the way, they may have even vandalized some of the dragon's statues. The dragon has already had a very bad day, even worse now as the mortals confidently stroll into its lair.
With a fierce roar of defiance, the dragon swoops down in front of them, ready to deliver their last rites in searing flames. Just as the dragon inhales, preparing to unleash a raging inferno, the rogue player character stops the game master, clears their throat, and states, “I want to seduce the dragon.”
Some Game Masters might chuckle and then continue by saying that the dragon unleashes fire and fury. However, in games like Dungeons and Dragons, anything can happen, right?
So, perhaps the Game Master hesitates for a moment. They begin by asking, "Alright, how exactly are you planning to do this?"
Rogue
"I take my two knives and fling them into the stone beside me. I fling my arms out wide and shout, 'We have not come to fight! I have come to ask for a mere moment of your time. You might find that I have unique qualities to offer.' Then I look her in her smoldering eyes and match them with my own."
Oy vey, where do people get these ideas? Let's see how this plays out.
Published TTRPGs
GM
"Uh, alright, roll a persuasion check. It's going to be tough, though, the dragon hasn't had lunch." The GM secretly sets the difficulty to 25, given the circumstances.
Rogue
"Alright, I have a +9 to persuasion. I got this! Aaaaand, rolls the dice, it's a 13. Plus 9, so that's 22! Woohoo!"
GM
"Your daggers clatter onto the ground, their tips unable to break the stone's surface. The dragon looks amused for a moment. Then, with a smile, exhales its held breath, unleashing fire and fury."
Review
That didn't go well! Yes, it was a hair-brained plan, not likely to work. Yes, they probably saw it coming. But it's not a satisfying end to the setup. There is no play between the two parties.
After the player sets up their actions, their agency is taken away by the dice roll. Their fate is literally out of their hands as the die tumbles across the table in front of them. All that’s left for the party is to curse their luck and move on. Yes, there was a 25% chance of success, but it simply wasn’t meant to be.
But wait, you say! The DM can run this conversation without rolls! And yes, you're right they can. But what structure will they operate under? How would you know if the dragon would stop to listen without a skill check? Let alone what happens when they have the dragon's attention.
Enter a new system for roll-less roleplaying. We've built a lightweight system around the rapport principle. Let's take a peek at it now.
Glyph Wardens
Guide (the new GM):
The dragon admires strength. And throwing away his weapons was a sign of confidence, or stupidity.
"The dragon's throat rumbles against the contained inferno, then releases its breath. Smoke billows out into the air as it purrs in a feminine voice, 'You'll have to do better than that, puny human.'"
A rogue-like character named Dram
"I chuckle and pull out a glittering ruby as large as my palm, turning it so the facets catch the light of her glowing eyes."
Guide
Well, riches are one of the dragon's motives but not the top priority. I wonder if the dragon can get the adventurers to do something for her.
"Tell me why I shouldn't lick this morsel off your charred corpse."
Dram
"This is only a small offering to whet your interest, and a trinket to remember me by after we part. Come, I have bested your minions and traps. Surely you are curious about the man capable of these deeds."
Guide
"Hmmm. You amuse me. But first, tell me this: Which of your crew talks the most? I require sustenance, and I'm not too fond of talking." At this, the dragon's teeth part, and her tongue flicks out, fire carefully curling around it.
Dram
He looks to the Guide, "uhm, shoot! Give me a second!"
Guide
"The dragon's eyes narrow as she takes in the rest of your crew, assessing them. Remember, this is a timed encounter! Their rapport will drop if you take too long to answer!"
Dram
"...uh I got it!"
"Oh, them? They're not worthy to be pierced by your polished fangs. Come, retire with me in your human form, and leave them behind. I have delights you've never tasted before. And just like you, I'd much rather be doing something other than talking."
Guide
"The dragon chuckles deeply, hot smoke wafts into your eyes. 'I've never tasted? I have lived a thousand years, mortal. What do you have that can possibly tempt me?'"
Dram
"I reach into my pocket and pull out...wrapped figs! 'These are new! And there are tons of them available now...'"
----
And the conversation continues from there! (And yes, that was a poorly veiled pun about Fig Newtons. You're welcome.)
Review
Well, that was more of a story! No rolling, just roleplaying. And in the end, the encounter feels challenging and rewarding. Every line is like a chess piece being moved around the board.
It might look like they were just conversing back and forth, but there several structural pieces that directed the conversation: rapport, approach, and motivation.
Let's check out what each player was thinking...
Dram
Dram heard from the nearby village that dragon sightings were becoming more frequent. People reported seeing the dragon circle around the hills for hours, almost as if it were searching for something. Dram realized the dragon had a motive beyond simply feasting and pillaging. With this insight, combined with his understanding that dragons appreciate strength, amusement, and flattery, he began to devise his approach.
Guide
The Guide evaluated the character's delivery based on the NPC's rapport level, which started out Hostile. If Dram had instead taken a deferential approach, the dragon would have incinerated them immediately. But he took an approach with strength. That is something that the prideful dragon admired.
As the conversation continued, the rapport level increased to Interested as Dram took the correct approach (strength), and spoke to the dragon's motivations (amusement and possible aid).
This increased rapport opens up more possibilities for conversation. She might tell them how they can help her! Then she can help them in return...
Want to see how to create an NPC like this? Check out our tried and true recipe for whipping up NPCs on the go!
See you in the next one!