Persuade-(vs-PCs)
When one PC wants another PC to do something, and the other PC is putting up resistance, invoke this move.
The first part of the move—where the first player asks if they could possibly convince the other player’s character—is crucial. It prevents the mechanics from pressuring a player into doing something that they don’t think their character would do.
If the answer is “no,” ask the target player how the first character can tell. Is it clear in their eyes? Do they say something? Do they walk away? “What’s this look like?” If the first character keeps pressuring them, call a time out and tell their player that they need to let it drop—they’re being rude, not respecting their fellow player, and ignoring the rules of the game.
If the answer is “yes,” then ask the first player (the one whose character is doing the pressing/enticing) if they want to roll. If they roll, cool. If they don’t roll, they need to let it drop.
On a 10+, the target player marks XP if they do what’s being asked of them without any further convincing. If they refuse, they must reveal how they could be convinced. They can make this revelation in-character (“I’ll do this, Rhianna, but only if you promise that no one gets killed”) or described as insight (“My eyes dart to Vahid, and I think you’d realize that I won’t answer with him in the room”) or discussed player-to-player (“I’ll agree to stay, but only if you promise to bring that thing’s corpse home for me to study”).
On a 7-9, the target player marks XP if they do what’s being asked of them without any further convincing. They don’t mark XP if they make a counter-offer (even if they eventually agree to it).
On a 6-, you might turn their move back on them and let the targeted player ask how they could get the Persuading character to do something. Or you could interrupt the conversation with some other move, like introducing a threat or changing the environment. Don’t presume actions or reactions from either player, and don’t tell them how they feel. If you’re stumped, query the table (particularly the targeted player) for ideas.
Persuade or Interfere?
Use Persuade when one PC tries to get another PC to agree to a course of action. Use Interfere when one PC has initiated a course of action, and another PC tries to stop or foil them.
If one PC Persuades another, the other PC can Interfere with that attempt at persuasion (by exercising willpower, bluffing, etc.).
Example
The swyn is dead, the children rescued, and they’re getting ready to head home. But Vahid doesn’t want to go. “There’s so much here to learn! We can’t just leave!”
Rhianna is resisting, so I direct Vahid’s player to this move. He asks her player if he could possibly convince her.
Rhianna’s player very quickly says “No.” I ask what that looks like, how Vahid can tell she won’t budge. “Oh I lose it. ‘Dammit it, Vahid. We’re going and that’s final!”
Vahid replies with “Fine. Leave then. But I’m staying. I can make my own way home.”
Rhianna sighs, pinches the bridge of her nose, and very calmly says. “No, Vahid. You won’t. You will get lost. And die. Please come with us.” So now she is pressing him.
But Vahid doesn’t cave. “You could convince me,” he says, “But you’ll have to have roll. And I’ll Interfere by being stubborn as hell.” Rhianna says she’ll roll Persuade, and Vahid rolls to Interfere (with WIS, for willpower). He gets an 11, and Rhianna decides to keep pressuring him and roll with disadvantage. “I Aid,” says Blodwen. “I step up behind Rhianna and give him the doe eyes. ‘Vahid. Please.’” We agree that this would help, and the advantage from her Aid cancels out the disadvantage from Vahid Interfering.
“Okay, so I’m rolling +CHA, then? That’s it?” It is, and she gets a 10. If Vahid agrees to come now, with no more discussion, he’ll mark XP. But if he refuses, he has to reveal how they could convince him.
“Okay, okay…I’ll come. But only if you let me put sanctifying marks on the entrances. And promise me that we’ll come back to explore this place. And don’t tell anyone else about it. Deal?”
I clarify that he’s revealing how they can convince him, rather than agreeing outright. If he wants the XP, he has to just agree without those caveats. “Yup!” he says.
“Fine,” sighs Rhianna. “You’ve got ten minutes. Go make your marks. Blodwen, keep an eye on him.”