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Interacting with NPCs and the environment, items, levers, floor tiles, drawers etc through direct conversation with NPCs and through saying what your character does âI lift the rug, is there anything under there?â is not hand-waving.
Itâs, uh, letâs call it âdiegetic mechanicsâ, and things like dice rolls, attack checks, HP, fate counters, numbers on a sheet etc, those are âsymbolic mechanicsâ.
My own preference is to do everything diegetically if it can be done diegetically, which means⌠probably fighting and disease and stuff like that, climbing, all kinds of actually physically dangerous stuff, that I wanna leave to remain on the symbolic layer only.
Now, using diegetic mechanics (a.k.a. âsaying what you doâ) for things like finding a secret door is pretty darn hard if your prep only says âsecret door here, 1/6 to findâ or if you donât even have any prep at all, just winginâ it. If you instead have something like âthe bookcase can swing away leading to a passage behind itâ, thatâs something you can work with. So searching for traps & treasures is something that is helped by prep.
For NPC convos, youâve got to ask yourself two questions. Mentally, in your own mind, silently, but do not skip this step.
1. Who wants something? Does the NPC want to request something from the PCs, or vice versa?
2. Is there any reason why the NPC wouldnât just immediately give that?
For example, the PC knights have agreed to an NPC village smithâs request that they (PCs) fight a lizard in the marsh. The PCs ask for directions to the marsh. The smith knows those directions. Just give âem! Do not drag it out.
But if there actually is a reason, for example the NPC doesnât really know but doesnât immediately wanna let on that they are clueless, or the NPC knows but doesnât want it well-known that they have dealings in the marsh, orâŚ
Thereâs a reason why the Stella Adler school of acting has you asking âwhatâs my motivationââhaving this sort of clarity about a situation makes these sort of conversations immediately sharp and interesting, and letting the PCs gradually discover the motivation or fail to discover it or manage to convince them or bribe or find out the truth or give up or succeed or come back later or ask for something else or get deceived or manage to deceive or threaten orâŚ
It can play out in so many amazingly rich and nuanced different directions, Iâd never wanna boil that down to just a number and a check! Itâs not about thespian ability or about writerâs ability or about confidence (although playing RPGs in this style might help you with all three). Donât punish nerves or hesitation or bad poker face; what you instead need to listen for is the actual arguments, âtacticsâ, leverage, and reasons.
And also when the conversation start to repeat, thatâs a failure, of that line of conversation at least.
Good luck!