
Diplomacy is a nuanced aspect of role-playing games (RPGs) that can be challenging for GMs to navigate. While some argue that the roll of the dice should determine success or failure in diplomatic endeavours, others believe that roleplaying and player creativity should be rewarded. This creates a delicate balance for GMs, who must decide when to rely on dice rolls and when to allow players to influence outcomes through their character interactions and roleplaying skills. Additionally, GMs have discretion over the duration of attitude shifts caused by Diplomacy and can override the rule that a creature's attitude cannot shift more than two steps. They also play a crucial role in maintaining fair and smooth gameplay, ensuring that players' diplomatic efforts are not undermined. Ultimately, the GM's interpretation of diplomacy rules and their application can significantly impact the direction of the game.
| Characteristics | Values |
|---|---|
| Nature of the game | Negotiation, manipulation, interpersonal skills |
| Game mechanics | No dice or cards are used; no random elements |
| Game setup | All players write down their moves after a negotiation period, then all moves are revealed and put into effect simultaneously |
| GM privileges | Must have played at least one game on the system first; should have experience playing and understanding diplomacy |
| GM duties | Ensure fair play, provide assistance when asked, handle deadline problems, address press issues |
| Player experience | Role-playing, character interaction, skill checks |
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What You'll Learn

Roleplaying vs Rolling Dice
Roleplaying versus Rolling Dice is a common debate in tabletop RPGs, and the approach a GM takes can significantly impact the player experience. While some GMs prefer to let the dice decide the outcome of social interactions, others argue that roleplaying should take precedence.
Those who favour dice rolling believe that it adds an element of risk and uncertainty to the game. In systems like Dungeons & Dragons, the dice introduce a chance of failure, making the players' actions more meaningful. Without the risk of failure, players' choices and successes may feel less impactful. Additionally, dice provide a scapegoat for both players and GMs when things go wrong, potentially reducing conflicts between participants.
On the other hand, some GMs argue that roleplaying should be the primary factor in social interactions. They believe that players should be rewarded for good roleplaying, and that failing a diplomacy check after an impressive roleplayed conversation can feel like a cheat. In these cases, the GM might adjust the roll based on the quality of the roleplaying, giving bonuses for clever or creative approaches. This approach encourages players to engage more deeply with the narrative and their characters.
A hybrid approach is also possible, where both roleplaying and dice rolling influence the outcome. For example, a GM might first ask players to describe their general approach and key arguments, and then have them roll for success, using the roleplay to influence the result. This gives players the best of both worlds, allowing their character's skills to determine success while their roleplaying shapes the specific outcomes.
Ultimately, the decision to emphasise roleplaying or rolling dice depends on the GM's style and the group's preferences. Some groups may prefer the suspense and unpredictability of dice rolls, while others might enjoy the freedom and creativity of roleplaying-focused interactions. GMs should consider their players' expectations and the tone they want to set for the game when deciding how to handle social interactions.
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GM's discretion in Diplomacy checks
Diplomacy in role-playing games (RPGs) can be a tricky situation for GMs to navigate. While some players may want to roleplay the diplomacy aspect and be rewarded for good roleplay, classically, it is the roll that matters. This can be a tricky balance to strike, as failing a Diplomacy check due to poor roleplay can be frustrating for players.
One way to handle this is to use the roll to determine success and the roleplay to determine content. While players don't have to be brilliantly eloquent, GMs can ask for the gist of their argument in character, and then decide what happens based on the roll. This gives the best of both worlds, where the character's skill determines success, and the player's roleplay determines the results.
GMs should also be mindful of when to call for a Diplomacy check. For example, if a character is being undiplomatic, it doesn't make sense to call for a Diplomacy check, just as you wouldn't call for a stealth check if a player announces they're running in and yelling. GMs can also use their discretion to rule on the duration of attitude shifts caused by Diplomacy, with the understanding that these shifts generally last for 1d4 hours.
In the game Diplomacy, which is a board game separate from RPGs, the GM or game master has different responsibilities. They are responsible for keeping the game running smoothly and fairly, which can include staying out of the players' way and not undermining their diplomacy. The GM should also be familiar with the rules of the game, as they may need to step in to clarify rules or point out errors, especially in novice games.
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Using Bluff and Diplomacy together
Bluff and Diplomacy can be used together to make a request of a creature without them even realizing you have made a request. This is done by gradually coaxing the target into thinking that a suggestion is entirely their own idea, making them more likely to act on it than if you had suggested it outright. You can do this by discussing topics subtly relevant to the request, asking leading questions and narrowing the scope of the conversation so that the target eventually decides to take a specific action that you have led them to.
For example, let's say a player character (PC) is trying to convince an NPC to let them into a restricted area. The PC could use Bluff and Diplomacy together by first asking the NPC about their daily routine and then subtly steering the conversation towards the benefits of having someone else around to help with their tasks. The PC could then ask leading questions like, "Don't you think it would be nice to have some company while you work?" or "Wouldn't it be easier if you had an extra pair of hands?" By gradually narrowing the scope of the conversation and asking leading questions, the PC can coax the NPC into thinking that letting the PC into the restricted area was their own idea.
It's important to note that the use of Bluff and Diplomacy together should be handled carefully by the GM. While it can be a powerful tool for PCs to influence NPCs, it should not be overused or abused. The GM should also be mindful of the NPC's intelligence and awareness, as well as the player's role-playing skills and the context of the situation.
In addition, the GM should also consider the potential consequences of using Bluff and Diplomacy together. For example, if the NPC realizes that they have been manipulated, they may become hostile or suspicious of the PCs. Alternatively, they may feel embarrassed or manipulated and retreat from the interaction. The GM should be prepared to adapt the NPC's attitude and behavior based on the outcome of the Bluff and Diplomacy attempt.
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Diplomacy in combat
Diplomacy is a nuanced aspect of role-playing games (RPGs) and can be challenging for players and GMs alike. While it can be a tricky situation, it is an essential aspect of the game, impacting the outcome and overall experience. Diplomacy in combat introduces an extra layer of complexity, and GMs must carefully navigate this aspect to ensure a fair and engaging game.
In RPGs, diplomacy often involves social interactions and negotiations with non-player characters (NPCs). It requires players to role-play and make persuasive arguments, leveraging their character's skills and statistics. The GM, or game master, acts as the referee and facilitator, ensuring the game runs smoothly and fairly. They may also role-play as NPCs, responding to players' diplomatic efforts based on the NPCs' personalities and motivations.
When it comes to diplomacy in combat, it is important to note that it is generally considered ineffective against creatures that intend to harm the players or their allies in the immediate future. This is because diplomacy checks take time, and in the heat of battle, creatures are less likely to be open to negotiation. However, there may be exceptions to this, and skilled players can attempt to use diplomacy creatively during combat to achieve specific goals.
For example, players might use diplomacy to try and turn an enemy against their allies, exploiting weaknesses or offering tempting deals. Alternatively, they could attempt to negotiate a temporary truce, buy time, or gather information about their opponents' tactics or weaknesses. In such cases, the GM should consider the context and the creatures' motivations to determine the potential success of diplomatic efforts.
Ultimately, the GM has the discretion to decide how diplomacy plays out in combat, taking into account the players' arguments, the circumstances, and the personalities of the creatures involved. While diplomacy in combat can be challenging, it adds a layer of depth and strategic thinking to the game, encouraging players to think beyond pure strength and tactics.
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Diplomacy in a face-to-face tournament
Competitive face-to-face Diplomacy tournaments have been held since the 1970s, with the game itself being created in 1954. The game board is on the scale of an entire continent and is a map of 1901 Europe, including Turkey, Syria, and North Africa. It is divided into fifty-six land regions and nineteen sea regions.
Diplomacy is a game of manipulation and interpersonal skills, where players secretly write down their moves after a negotiation period, and all moves are then revealed and put into effect simultaneously. It is a diplomatic simulation game, not a military one, and so combat resolution is simple and contains no random elements.
In terms of the role of the GM in a face-to-face tournament, it is important to keep the game running smoothly and fairly. This includes dealing with deadline problems efficiently and not reminding individual players of deadlines. The GM should also not offer unasked-for aid with orders, as this would disrupt the diplomacy of the game. However, if a player does ask for help, the GM should try their best to provide it.
Additionally, the GM has discretion over certain aspects of the game, such as the initial attitudes of non-player characters and the duration of attitude shifts caused through Diplomacy. They can also override the rule that a creature's attitude cannot be shifted more than two steps up.
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Frequently asked questions
The GM, or Game Master, is responsible for keeping the game running smoothly and fairly. They must have a good understanding of diplomacy and should not undermine the diplomacy of their players.
Diplomacy is a tricky situation as it walks the line between two extremes. It is a game of manipulation, and so direct, angry, or insulting press is allowed to a degree. Diplomacy can be used to gather information about a specific topic or individual, and to influence a creature's attitude towards you.
The GM decides when to use diplomacy based on the players' actions and the type of game being played. The GM can also override certain rules regarding diplomacy, such as the number of attitude shifts a creature can undergo.
Players can use diplomacy to make requests of creatures, gather information, or influence a creature's attitude towards them. Diplomacy is often used in conjunction with other skills, such as Bluff and Sense Motive.

























