(Part 1)
>>195913>I promised no such thing. I said I would bring it back to the university for research.This is a promise considering everypony recognizes how dangerous this artifact is and how untrustworthy Posey has been so far, to the point that it's only this assurance that we begrudgingly let her keep it. I'm of the mind to have Cavaliere tail her and ensure she does deliver it to the university, because that would be in-character for him.
>That's a failsafe to make things easier later.Blacksteel coughing after she touched him added to her suspicious behavior and means none of our characters can trust her in close proximity with themselves or with anypony else. No matter how you charm Blacksteel now, you can't undo that.
>Did you envision any scenario where this mission is finished without fighting him? He wasn't giving us any useful information, just his smug villain monologue that Posey responded to.He did seem to waver before you butted in. Also I didn't write this quest so who am I to say what outcomes are possible? Talk is free so it's generally worth doing.
Let me explain why we're exhausting our options for diplomacy and why it's in Posey's interest to play along, other than "being stupid evil is annoying and makes everypony want to kill her."
OOC reasons include:
Besides neutrals/companions there are very few enemies who aren't puppets or commandos who would shoot us on sight, so attempting it doesn't feel overplayed.
Some of these creatures, like the pirates or Schattenwechsel, are either in over their heads or misled by the Traveler, which means it may be possible to recruit them and increase our strength. At the very least, not fighting them means not risking getting shot and using more limited healing potions, so we're better capable for the rest of the quest.
I personally see it as more of a challenge to win over baddies than to just kill them.
IC reasons include:
No creature besides Kira seriously thinks a fully pacifist option is realizable, but other than Posey and maybe Blacksteel the characters generally oppose unnecessary killing.
I don't know if these characters can be converted away from communism, but our PCs dislike communism and see taking them away from this regime as a sort of rescue.
Cavaliere very strongly opposes summary execution and believes in bringing criminals alive to face formal judgement. This is why he is so intent on capturing Light Water.
More cynically, the Blackhooves will be interested in what information they have and are likely to reward us for each one taken alive, no matter how minor. It's also not hyperbole to say that Light Water might be worth more than the entire rest of the
Kostroma.
Also note that the other characters have been trying to find common ground to convince each other. Cavaliere in particular knows a few things about Posey: she is vaguely evil, vain, bloodthirsty, but also greedy. She's kept talking about how she wants to steal the
Kostroma and sell it. Cavaliere knows she has nothing in common with his ideals of justice, so he has been trying to placate her greed to get her on board with capturing the mutineers. This has been basically ignored and Posey has offered no counter-arguments, to the point that when we do fight Light Water it's a given the PCs will have to hold her
and Blacksteel from outright killing him. Her only justification has been "he insulted me" which shows how irrational of a character she is. If this is how she acts on a military mission of grave importance, what is she going to do in polite society? As much as I like the idea of her setting up a trap to kill Paul Allen for a slight, what is she going to do when she is inevitably inconvenienced by a cop, or by a figure of some importance? Again, she sucks both as a spy and as a party member.
>We had been discussing for over two weeks irl.We were all annoyed but I remember you were especially unwilling to compromise until GM Pony had to tell you, "no you can't bring a bunch of weak characters on board to shoot into the hold." Strong-arming does nothing to move us along, it just makes us more peeved at you.
>That was obviously the plot. Even GM said it was the intended path forward.That's the weakest justification you can have. My OOC reasons (such as wanting to use the rifle my character's been lugging around, which he can't use in close quarters) and my character's earnest beliefs have not been addressed, so why should I budge? Yes there's been talk about how Light Water focuses the Traveler's energy or whatever, but there's no proof that he's critical to its ability to fight. It appears GM Pony gave us a choice and choices matter.
>My 32 on Intimidate WAS my attempt at diplomacy. If 32 Intimidate didn't persuade him, I didn't think anything would.If rolls are all it takes, why don't we dispense with all the fluff and just have a vaguely threatening statement with an intimidation roll/vaguely nice-sounding statement with a diplomatic roll? Evidently it doesn't matter to you how a character actually thinks or how to structure an argument to convince him. Since you're so overspec'd on CHA skills, the rest of us can sit back and do nothing while you win every roll. Why are we wasting time roleplaying in a dice-throwing game?
In all seriousness though, it's my view that the player still has to come up with a point that works, and the roll is how the character manages to sell it.
>Not really saying much from the guy who does nothing but shoot a gun or punch.If I picked ranger or monk only, then I could do only one of those options. Even so, I've used tactics and positioning whether it's worked or not. Just in the fight against the oil monster, I had to figure out the best way to stop the flow of oil, and once that was done, since the monster was resistant to either of my main attacks, I had to take out a less effectual knife to attack.