Influencing Disposition

As you role-play with a GM character, their Dispositions change based on how your actions interact with their personality. All intelligent creatures can be negotiated with (assuming a shared language). When role-playing with the GM’s characters, you don’t have to speak in a silly voice or use faux Shakespearean language. You don’t even have to say exactly what your character is saying, word for word. You do have to say what you want and how you are approaching the conversation.

  • You might flatter the vain countess.

  • You might make pious platitudes to the unctuous priest.

  • You might offer rare trash to the goblin trash merchant.

These strategies only make sense when applied towards that particular character; offering trash to the vain countess would be unwise.

The GM judges the results of a negotiation based on how what you said aligns or conflicts with their character’s personality. Depending on the outcome of the role-playing exchange, the GM character’s Disposition either increases/decreases in severity or shifts to a related emotion.

  • Good ideas and strong bargaining chips that appeal to a character’s likes and wants will automatically create positive Dispositions.

  • Approaches that conflict with the character’s dislikes will automatically create negative Dispositions.

  • When the situation is risky and there’s something at stake, the GM will call for a test of Wands.

  • Success on this test moves the character’s Disposition to an adjacent, beneficial emotion or increases their current emotion’s severity.

  • Failure moves the character’s Disposition towards a negative emotion.