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* ''VideoGame/DragonAgeOrigins'' sometimes gives opportunities to Persuade or Intimidate [=NPCs=] into helping you, give you better rewards, backing out of a fight etc. The player can put points into persuasion when leveling up, which is then combined with their strength or cunning stat to calculate if the attempt succeeds or not. Some important story choices are even locked behind these options, such as [[spoiler:convincing the werewolves to join your army or marrying the King/Queen of Ferelden.]] ''VideoGame/DragonAge2'' replaced this with a more streamlined system where certain dialogue options will only succeed if your PlayerCharacter has the right personality (such as threats only working if you continuously pick agressive options), but the player is no longer informed beforehand if a dialogue option can have a different outcome. ''VideoGame/DragonAgeInquisition'' has neither system and just locks certain dialogue options behind perks.
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* Diplomacy in ''VideoGame/CrusaderKings'' mostly comes down to getting another character to like you enough to agree to whatever you're proposing (or at least that's the aspect the player has the greatest ability to affect most of the time). There are however a multitude of ways to improve someone's opinion of you: Sending them gifts of gold is the most straight-forward and reliable, but you can also send you chancellor to improve relations, marry one of your close family members to one of theirs, or in the case of your own vassals and courtiers, grant them landed titles, honorary titles or council positions. Among other things.
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* ''TabletopGame/BladesInTheDark'' has three action ratings that can be used for making [=NPCs=] do what you want: Command, Sway, and Consort. With Command, you straight-up order a person to do something, offering as leverage either authority (even if it's a pretend one, like a stolen police badge), or fear (thus covering both Threaten or Browbeat types). Sway, on the other hand, covers all situations where you need to induce a quick and temporary change of mind, e.g. to make an NPC help you this one time or let you go based on a lie, etc. (thus, covering the gamut of Charm, Reason, Seduce, Bribe, and Bluff); you do still need specific leverage to make it work, though, like a good argument, a convincing lie, or just your dashing good looks. Consort, meanwhile, has the prime purpose of establishing and reaping benefits from long-term relationships, regardless whether friendly, romantic, or professional, and it's only required "leverage" is some time with the NPC in a relatively non-hostile environment (essentially, the rule of thumb of whether to use Consort or the other two is to ask: do I care about this NPC in the long-term?). Finally, you can always use the Attune action to try to interface with the NPC's brain directly through the ghost field, but it is very, very ill-advised.

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* ''TabletopGame/BladesInTheDark'' has three action ratings that can be used for making [=NPCs=] do what you want: Command, Sway, and Consort. With Command, you straight-up order a person to do something, offering as leverage either authority (even if it's a pretend one, like a stolen police badge), or fear (thus covering both Threaten or Browbeat types). Sway, on the other hand, covers all situations where you need to induce a quick and temporary change of mind, e.g. to make an NPC help you this one time or let you go based on a lie, etc. (thus, covering the gamut of Charm, Reason, Seduce, Bribe, and Bluff); you do still need specific leverage to make it work, though, like a good argument, a convincing lie, cold coin, or just your dashing good looks. Consort, meanwhile, has the prime purpose of establishing and reaping benefits from long-term relationships, regardless whether friendly, romantic, or professional, and it's its only required "leverage" is some time with the NPC in a relatively non-hostile environment (essentially, the rule of thumb of whether to use Consort or the other two is to ask: do I care about this NPC in the long-term?). Finally, you can always use the Attune action to try to interface with the NPC's brain directly through the ghost field, but it is very, very ill-advised.
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"Affective" doesn't mean "emotional". It means "having to do with emotions or mood".


** '''Charm''' appeals to the NPC's emotions and feelings, and is thus best used on impulsive and affective individuals.

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** '''Charm''' appeals to the NPC's emotions and feelings, and is thus best used on impulsive and affective emotional individuals.

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** For ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', the series instead shifts to a PersuasionMinigame. ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' then removes it entirely, save for some skill-check style dialogue options.

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** For ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', the series instead shifts to a PersuasionMinigame. PersuasionMinigame which allows the player to Joke, Admire, Boast, and Coerce. Or just Bribe them for a quick fix.
**
''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' then removes it entirely, save for some skill-check style dialogue options.returns to dialogue-based skill checks in two different flavors. Persuade is determined solely by Speechcraft skill. Intimidate takes into account both Speechcraft skill and player level.
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* ''TabletopGame/BladesInTheDark'' has three action ratings that can be used for making [=NPCs=] do what you want: Command, Sway, and Consort. With Command, you straight-up order a person to do something, offering as leverage either authority (even if it's a pretend one, like a stolen police badge), or fear (thus covering both Threaten or Browbeat types). Sway, on the other hand, covers all situations where you need to induce a quick and temporary change of mind, e.g. to make an NPC help you this one time or let you go based on a lie, etc. (thus, covering the gamut of Charm, Reason, Seduce, Bribe, and Bluff); you do still need specific leverage to make it work, though, like a good argument, a convincing lie, or just your dashing good looks. Consort, meanwhile, has the prime purpose of establishing and reaping benefits from long-term relationships, regardless whether friendly, romantic, or professional, and it's only required "leverage" is some time with the NPC in a relatively non-hostile environment (essentially, the rule of thumb of whether to use Consort or the other two is to ask: do I care about this NPC in the long-term?). Finally, you can always use the Attune action to try to interface with the NPC's brain directly through the ghost field, but it is very, very ill-advised.



* ''VideoGame/DungeonsAndDragonsOnline'' follows the tabletop game in that your characters may invest points into various social skills (Bluff, Diplomacy, Intimidate). These actually have uses in battle (not quite this trope), but may also come up in conversation with NPCs where conversation options allow use of these skills to avoid/trigger a fight or otherwise complete some optional quest objective.

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* ''VideoGame/DungeonsAndDragonsOnline'' follows the tabletop game in that your characters may invest points into various social skills (Bluff, Diplomacy, Intimidate). These actually have uses in battle (not quite this trope), but may also come up in conversation with NPCs [=NPCs=] where conversation options allow use of these skills to avoid/trigger a fight or otherwise complete some optional quest objective.
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* ''VideoGame/DungeonsAndDragonsOnline'' follows the tabletop game in that your characters may invest points into various social skills (Bluff, Diplomacy, Intimidate). These actually have uses in battle (not quite this trope), but may also come up in conversation with NPCs where conversation options allow use of these skills to avoid/trigger a fight or otherwise complete some optional quest objective.
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Elder Scrolls cleanup


** ''VideoGame/TheElderScrollsIIDaggerfall'', unlike ''Morrowind'', had separate skills for its options, but with less difference between the options -- the only real difference between Etiquette and Streetwise is that some [=NPCs=] are weighted to react more positively to the first while others are weighted towards the second.
** ''VideoGame/TheElderScrollsIIIMorrowind'': While interacting with an NPC, you have several options; Admire (a straight attempt to make someone like the PC more); Intimidate (threaten them, which might or might not work); Taunt (lower disposition and goad them into attacking you first); and Bribe (give them enough money to make them like you). Successful use of any of these (except for Taunt) would raise their disposition score and make them act friendlier (Intimidate also made them less likely to fight and more likely to flee).
%% The Oblivion implementation falls under PersuasionMinigame, a subtrope.

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** ''VideoGame/TheElderScrollsIIDaggerfall'', unlike ''Morrowind'', had ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' has separate skills for its options, but with less difference between the (Etiquette and Streetwise) which give you different persuasive dialogue options -- the only real difference between in conversation. Etiquette and gives you the "POLITE" tone, while Streetwise is that some gives you the "BLUNT" tone. [=NPCs=] are weighted to react more positively to to one option or the first while others are weighted towards the second.
other, depending on their class/faction associations/social status.
** ''VideoGame/TheElderScrollsIIIMorrowind'': While interacting with an NPC, you have ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' offers several options; Admire (a persuasion options, with your success dictated by your Speechcraft skill and Personality attribute. The first option is to Admire, which is a straight attempt to make someone like raise the PC more); Intimidate (threaten them, NPC's disposition. The second option is to Intimidate, which might or might not work); Taunt (lower threatens the NPC for a temporary disposition increase. (Speak to that NPC again after and their disposition will be lower than it originally was.) The third option is to Taunt, which lowers the NPC's disposition and may goad them into attacking you. (Useful for getting around murder charges, since you first); and can then kill them in self-defense.) Finally, you can Bribe (give them enough money the NPC, which results in a permanent increase to make them like you). Successful use of any of these (except for Taunt) would raise their disposition score and make them act friendlier (Intimidate also made them less likely disposition.
** For ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', the series instead shifts
to fight and more likely to flee).
%% The Oblivion implementation falls under PersuasionMinigame,
a subtrope.PersuasionMinigame. ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' then removes it entirely, save for some skill-check style dialogue options.
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** One planned concept for ''VideoGame/FalloutVanBuren'' was to split Speech into Persuasion (covering Reason, Charm, Intimidate) and Deception (covering Bluff and Lie). Each would be used in dialogue, but also be used to [[MoraleMechanic keep party members in check]] and to disguise yourself, respectively.
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** Speech is most commonly used to Reason, but other Skills or Intelligence are as well. Generally, the point it to either have the knowledge to make your argument, or display your competence and thus trustworthiness. For instance, a man in ''VideoGame/FalloutNewVegas'' will give you some dynamite to defend [[FirstTown Goodsprings]] with if you have the Explosives skill to convince him you won't blow your own allies up.

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** Speech is most commonly used to Reason, but other Skills or Intelligence are as well. Generally, the point it to either have the knowledge to make your argument, or display your competence and thus trustworthiness. For instance, a man in ''VideoGame/FalloutNewVegas'' will give you some dynamite to defend [[FirstTown Goodsprings]] with if you have the Explosives skill to convince him you won't blow your own allies up. These same Skills are often used to Lie as well, where most Skills give you enough knowledge for a convincing lie, and Speech [[BavarianFireDrill lets you get away with sometime entirely made up]].

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** Seduction is an occasional option, usually based on Charisma score in ''1'' or ''2'', and possessing the Lady Killer/Black Widow/[[GayOption Confirmed Bachelor/Cherchez La Femme
]] perk in ''VideoGame/Fallout3'' or ''New Vegas''. {{Optional Sexual Encounter}}s are often a result (or just a means at something else).

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** Seduction is an occasional option, usually based on Charisma score in ''1'' or ''2'', and possessing the Lady Killer/Black Widow/[[GayOption Confirmed Bachelor/Cherchez La Femme
]]
Femme]] perk in ''VideoGame/Fallout3'' or ''New Vegas''. {{Optional Sexual Encounter}}s are often a result (or just a means at something else).

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* Many people think that a Pacifist route in ''VideoGame/{{Undertale}}'' requires being incredibly nice to everyone you meet. However, it is just as possible to beat up monsters until they surrender, and still achieve the same results.

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* Many people think that a Pacifist route PacifistRun in ''VideoGame/{{Undertale}}'' requires being incredibly nice to everyone you meet. However, it is just as possible to beat up monsters until they surrender, and still achieve the same results.


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* ''VideoGame/{{Fallout}}'': Dialogue options for persuasion are most often based on the Speech skill (except in ''VideoGame/Fallout4'', which has no Skills, and instead uses Charisma almost entirely), but there's usually at least one other option, which can be based on any Skill, stat, Perk, or whatever else fits the situation.
** Charisma score can sometimes be used to Charm, though such checks were much more common in ''[[VideoGame/Fallout1 1]]'' and ''[[VideoGame/Fallout2 2]]'' than the 3D games.
** Speech is most commonly used to Reason, but other Skills or Intelligence are as well. Generally, the point it to either have the knowledge to make your argument, or display your competence and thus trustworthiness. For instance, a man in ''VideoGame/FalloutNewVegas'' will give you some dynamite to defend [[FirstTown Goodsprings]] with if you have the Explosives skill to convince him you won't blow your own allies up.
** High Strength can sometimes be used to Threaten. Although sometimes even ''that'' is based on Speech.
** Seduction is an occasional option, usually based on Charisma score in ''1'' or ''2'', and possessing the Lady Killer/Black Widow/[[GayOption Confirmed Bachelor/Cherchez La Femme
]] perk in ''VideoGame/Fallout3'' or ''New Vegas''. {{Optional Sexual Encounter}}s are often a result (or just a means at something else).
** Bribery is quite common, and often the other methods are just a way to save money.
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'''Bluff''' or '''Lie''' is often presented as its own persuasion mode, but it is actually very different from the rest: by using it, a PC tries to pass a falsehood off as truth to an NPC, which ''may'' compel them to act on this information without the PC actually directing them to do so. What makes it different from other modes is its situational usage: the NPC must be ''a prirori'' ready to act on the information, and a successful lie simply points them in a direction beneficial to the PC.

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'''Bluff''' or '''Lie''' is often presented as its own persuasion mode, but it is actually very different from the rest: by using it, a PC tries to pass a falsehood off as truth to an NPC, which ''may'' compel them to act on this information without the PC actually directing them to do so. What makes it different from other modes is its situational usage: the NPC must be ''a prirori'' priori'' ready to act on the information, and a successful lie simply points them in a direction beneficial to the PC.

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* ''VideoGame/TheElderScrollsIIIMorrowind'': While interacting with an NPC, you have several options; Admire (a straight attempt to make someone like the PC more); Intimidate (threaten them, which might or might not work); Taunt (lower disposition and goad them into attacking you first); and Bribe (give them enough money to make them like you). Successful use of any of these (except for Taunt) would raise their disposition score and make them act friendlier (Intimidate also made them less likely to fight and more likely to flee).

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* ''VideoGame/TheElderScrollsIIIMorrowind'': While interacting with an NPC, you have several options; Admire (a straight attempt to make someone like the PC more); Intimidate (threaten them, which might or might not work); Taunt (lower disposition and goad them into attacking you first); and Bribe (give them enough money to make them like you). Successful use of any of these (except for Taunt) would raise their disposition score and make them act friendlier (Intimidate also made them less likely to fight and more likely to flee).''Franchise/TheElderScrolls'':


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** ''VideoGame/TheElderScrollsIIIMorrowind'': While interacting with an NPC, you have several options; Admire (a straight attempt to make someone like the PC more); Intimidate (threaten them, which might or might not work); Taunt (lower disposition and goad them into attacking you first); and Bribe (give them enough money to make them like you). Successful use of any of these (except for Taunt) would raise their disposition score and make them act friendlier (Intimidate also made them less likely to fight and more likely to flee).
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** ''VideoGame/TheElderScrollsIIDAggerfall'', unlike ''Morrowind'', had separate skills for its options, but with less difference between the options -- the only real difference between Etiquette and Streetwise is that some [=NPCs=] are weighted to react more positively to the first while others are weighted towards the second.

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** ''VideoGame/TheElderScrollsIIDAggerfall'', ''VideoGame/TheElderScrollsIIDaggerfall'', unlike ''Morrowind'', had separate skills for its options, but with less difference between the options -- the only real difference between Etiquette and Streetwise is that some [=NPCs=] are weighted to react more positively to the first while others are weighted towards the second.

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* ''VideoGame/TheElderScrollsIIIMorrowind'': While interacting with an NPC, you have several options; Admire (a straight attempt to make someone like the PC more); Intimidate (threaten them, which might or might not work); Taunt (lower disposition and goad them into attacking you first); and Bribe (give them enough money to make them like you). Successful use of any of these (except for Taunt) would raise their disposition score and make them act friendlier.

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* ''VideoGame/TheElderScrollsIIIMorrowind'': While interacting with an NPC, you have several options; Admire (a straight attempt to make someone like the PC more); Intimidate (threaten them, which might or might not work); Taunt (lower disposition and goad them into attacking you first); and Bribe (give them enough money to make them like you). Successful use of any of these (except for Taunt) would raise their disposition score and make them act friendlier.friendlier (Intimidate also made them less likely to fight and more likely to flee).
** ''VideoGame/TheElderScrollsIIDAggerfall'', unlike ''Morrowind'', had separate skills for its options, but with less difference between the options -- the only real difference between Etiquette and Streetwise is that some [=NPCs=] are weighted to react more positively to the first while others are weighted towards the second.
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* ''TabletopGame/ApocalypseWorld'' actually has different mechanics for different persuasion modes, namely with the Go Aggro and Seduce or Manipulate basic moves. Go Aggro is an Intimidate attempt, where a PC threatens another character with violence if they don't do something for them: if the player rolls well, the target has a choice of either complying or forcing the PC's hand and sucking up the damage (once the UsefulNotes/{{dice}} are rolled, the player can no longer pull the blow). Seduce or Manipulate, meanwhile, is an umbrella move for several modes (Charm, Reason, Seduce, Browbeat) and works by presenting the other character with some leverage (a promise, a good reason, sexual favors, verbal threats) and a demand: if you roll well, they comply, if not, they may ask for more.
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'''Bluff''' or '''Lie''' is often presented as its own persuasion mode, but it is actually very different from the rest: by using it, a PC tries to convince an NPC of their trustworthiness, rather than compelling them to act. Technically, a bluff attempt can be a prelude to a persuasion attempt and both can fail individually, but most games don't make this distinction explicit.

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'''Bluff''' or '''Lie''' is often presented as its own persuasion mode, but it is actually very different from the rest: by using it, a PC tries to convince pass a falsehood off as truth to an NPC of their trustworthiness, rather than compelling NPC, which ''may'' compel them to act. Technically, a bluff attempt can be a prelude to a persuasion attempt and both can fail individually, but most games don't make act on this distinction explicit.
information without the PC actually directing them to do so. What makes it different from other modes is its situational usage: the NPC must be ''a prirori'' ready to act on the information, and a successful lie simply points them in a direction beneficial to the PC.
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* ''TabletopGame/DungeonsAndDragons'' has the Diplomacy/Persuasion and Intimidate skills. Their main difference is that Diplomacy increases a target's disposition but is no guarantee they will aid you (as even allies have limits on what they are willing to do), and Intimidate ''forces'' a target to comply but typically turns them against you. There is also the Bluff/Deception skill, which lets you convince a person with lies, and various magical spells such as Charm Person or Suggestion that do the job for you.

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* ''TabletopGame/DungeonsAndDragons'' has the Diplomacy/Persuasion and Intimidate skills. Their main difference is that Diplomacy increases a target's disposition but is no guarantee they will aid you (as even allies have limits on what they are willing to do), and Intimidate ''forces'' a target to comply but typically turns them against you. There is also the Bluff/Deception skill, which lets you tell a lie that might convince a the person with lies, naturally, and various magical spells such as Charm Person or Suggestion that do the job for you.
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* ''TabletopGame/DungeonsAndDragons'' has the Diplomacy and Intimidation skills. Although they have to be role-played very differently, they are quite similar mechanically: both skills are Charisma-based and their main difference is that the former can improve the [=NPCs'=] attitude to the speaker on a successful check, while the latter always worsens it. There is also the Bluff skill, which lets characters tell convincing lies, but unlike the other two social skills, its checks are always opposed by the target's Sense Motive skill.

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* ''TabletopGame/DungeonsAndDragons'' has the Diplomacy Diplomacy/Persuasion and Intimidation Intimidate skills. Although they have to be role-played very differently, they are quite similar mechanically: both skills are Charisma-based and their Their main difference is that the former can improve the [=NPCs'=] attitude Diplomacy increases a target's disposition but is no guarantee they will aid you (as even allies have limits on what they are willing to the speaker on do), and Intimidate ''forces'' a successful check, while the latter always worsens it. target to comply but typically turns them against you. There is also the Bluff Bluff/Deception skill, which lets characters tell convincing you convince a person with lies, but unlike and various magical spells such as Charm Person or Suggestion that do the other two social skills, its checks are always opposed by the target's Sense Motive skill.job for you.
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* ''Videogame/JadeEmpire'' has Charm, Intimidate and Intuition (Reason) stats for speech checks, which are tied to a combination of your main stats and can be boosted with Essence Gems.
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Added Undertale

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* Many people think that a Pacifist route in ''VideoGame/{{Undertale}}'' requires being incredibly nice to everyone you meet. However, it is just as possible to beat up monsters until they surrender, and still achieve the same results.
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** This was somewhat strangely implemented in ''VideoGame/TheElderScrollsIVOblivion''. Improving someone's attitude towards you took the form of a mini-game where in each round you have to take four actions (Joke, Admire, Boast, and Coerce) with the timing and NPC's personality causing each of them to have a different effect on their disposition.

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** This was somewhat strangely implemented in ''VideoGame/TheElderScrollsIVOblivion''. Improving someone's attitude towards you took the form of %% The Oblivion implementation falls under PersuasionMinigame, a mini-game where in each round you have to take four actions (Joke, Admire, Boast, and Coerce) with the timing and NPC's personality causing each of them to have a different effect on their disposition.subtrope.
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** This was somewhat strangely implemented in ''VideoGame/TheElderScrollsIVOblivion''. Improving someone's attitude towards you took the form of a mini-game where in each round you have to take four actions (Joke, Admire, Boast, and Coerce) with the timing and NPC's personality causing each of them to have a different effect on their disposition.
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* In the ''Franchise/MassEffect'' series, the [[KarmaMeter Paragon/Renegade]] dialogue options double as persuasion attempts. Paragon options generally fall under the Convincing sub-types (emotional or rational), while Renegade ones are either Browbeating or outright Threats, depending on the target. In ''VideoGame/MassEffect1'', the Paragon/Renegade options are directly tied to their own separate [[PointBuildSystem skills]], Charm (Paragon) and Intimidate (Renegade), that you have to have a certain amount of points in to unlock the options. ''VideoGame/MassEffect2'' removes the Charm/Intimidate skills and instead makes the dialogue options [[NoPointsForNeutrality directly tied to how many Paragon/Renegade points you already have]]. ''VideoGame/MassEffect3'' has a separate "Reputation" meter which unlocks ''both'' Paragon and Renegade options.

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* In the ''Franchise/MassEffect'' series, the [[KarmaMeter Paragon/Renegade]] dialogue options double as persuasion attempts. Paragon options generally fall under the Convincing sub-types (emotional or rational), while Renegade ones are either Browbeating or outright Threats, depending on the target. In ''VideoGame/MassEffect1'', the Paragon/Renegade options are directly tied to their own separate [[PointBuildSystem skills]], {{Skill Score}}s, Charm (Paragon) and Intimidate (Renegade), that you have to have a certain amount of points in to unlock the options. ''VideoGame/MassEffect2'' removes the Charm/Intimidate skills and instead makes the dialogue options [[NoPointsForNeutrality directly tied to how many Paragon/Renegade points you already have]]. ''VideoGame/MassEffect3'' has a separate "Reputation" meter which unlocks ''both'' Paragon and Renegade options.
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* In the ''Franchise/MassEffect'' series, the [[KarmaMeter Paragon/Renegade]] dialogue options double as persuasion attempts. Paragon options generally fall under the Convincing sub-types (emotional or rational), while Renegade ones are either Browbeating or outright Threats, depending on the target.

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* In the ''Franchise/MassEffect'' series, the [[KarmaMeter Paragon/Renegade]] dialogue options double as persuasion attempts. Paragon options generally fall under the Convincing sub-types (emotional or rational), while Renegade ones are either Browbeating or outright Threats, depending on the target. In ''VideoGame/MassEffect1'', the Paragon/Renegade options are directly tied to their own separate [[PointBuildSystem skills]], Charm (Paragon) and Intimidate (Renegade), that you have to have a certain amount of points in to unlock the options. ''VideoGame/MassEffect2'' removes the Charm/Intimidate skills and instead makes the dialogue options [[NoPointsForNeutrality directly tied to how many Paragon/Renegade points you already have]]. ''VideoGame/MassEffect3'' has a separate "Reputation" meter which unlocks ''both'' Paragon and Renegade options.
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* The ''TabletopGame/OldWorldOfDarkness'' game line has three social attributes (Appearance, Charisma and Manipulation) and several social abilities (Expression, Intimidation, Subterfuge, Etiquette, Streetwise and occasionally Instruction and/or Leadership). Potentially, any attribute and ability can be combined, allowing the use of social attributes with non-social abilities (e.g to impress with prowess at something) and vice versa (e.g to intimidate using brute strength). The 'TabletopGame/NewWorldOfDarkness'' replaces Appearance with Composure, which refers to a character's aptitude at not being swayed.

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* The ''TabletopGame/OldWorldOfDarkness'' game line has three social attributes (Appearance, Charisma and Manipulation) and several social abilities (Expression, Intimidation, Subterfuge, Etiquette, Streetwise and occasionally Instruction and/or Leadership). Potentially, any attribute and ability can be combined, allowing the use of social attributes with non-social abilities (e.g to impress with prowess at something) and vice versa (e.g to intimidate using brute strength). The 'TabletopGame/NewWorldOfDarkness'' ''TabletopGame/NewWorldOfDarkness'' replaces Appearance with Composure, which refers to a character's aptitude at not being swayed.

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combining the new Shadowrun information with existing entry which I overlooked. Sorry


* ''TabletopGame/{{Shadowrun}}'' has Interrogation, Intimidation [[note]]either a weak form of Interrogation or a strong arm version of Negotiation depending on how you play it[[/note]], and Negotiation.

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* ''TabletopGame/{{Shadowrun}}'' has Interrogation, Intimidation [[note]]either a weak form of Interrogation or a strong arm version of Negotiation depending on how you play it[[/note]], Negotiation and Negotiation.different ratings of Etiquette for different environments (corporate, tribal, online...).



* ''TabletopGame/Shadowrun'' offers only Charisma as a social attribute, but a whole category of social skills: different ratings of Etiquette for different environments (corporate, tribal, online...), Negotiation, Leadership, Interrogation and others depending on edition.

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adding Wo D, Shadowrun and Song Of Ice And Fire examples



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* The ''TabletopGame/OldWorldOfDarkness'' game line has three social attributes (Appearance, Charisma and Manipulation) and several social abilities (Expression, Intimidation, Subterfuge, Etiquette, Streetwise and occasionally Instruction and/or Leadership). Potentially, any attribute and ability can be combined, allowing the use of social attributes with non-social abilities (e.g to impress with prowess at something) and vice versa (e.g to intimidate using brute strength). The 'TabletopGame/NewWorldOfDarkness'' replaces Appearance with Composure, which refers to a character's aptitude at not being swayed.
* ''TabletopGame/Shadowrun'' offers only Charisma as a social attribute, but a whole category of social skills: different ratings of Etiquette for different environments (corporate, tribal, online...), Negotiation, Leadership, Interrogation and others depending on edition.
* ''TabletopGame/ASongOfIceAndFire'' has a variation on this - as part of its tabletop PersuasionMinigame, you can use one of seven techniques in every round (bargain, charm, convince, incite, intimidate, seduce, taunt). If they're used honestly they're based on Persuasion, and otherwise they're based on [[ManipulativeBastard Deception]].
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Games that allow you to use [[SkillScoresAndPerks in-game social skills]] to advance the plot (such as [[RolePlayingGame Role-Playing Games]] and games that offer the full CombatDiplomacyStealth spectrum) usually determine whether you succeed or fail at a persuasion attempt by checking your PlayerCharacter's [[TheSixStats Charisma stat]] or Persuasion skill score against a predetermined difficulty level of convincing the specific NonPlayerCharacter (which may be influenced by their RelationshipValues). However, some games spice it up a little by offering multiple modes of persuasion, which may be more or less appropriate under specific circumstances, have different effects besides persuasion itself, and be tied to different skill scores.

Most common modes include:

* '''Convince'''. This mode appeals to the better in people, stressing voluntary cooperation and good relationships, so an exceptional success at it may improve RelationshipValues. Can be further subdivided into two sub-modes:
** '''Charm''' appeals to the NPC's emotions and feelings, and is thus best used on impulsive and affective individuals.
** '''Reason''' appeals to the NPC's logic and interests, therefore it is best used on rational and contemplative characters.
* '''Intimidate'''. This mode instead draws on people's fears to make them do or not do a specific thing. Regardless of whether the persuasion attempt succeeds, it commonly reduces the RelationshipValues because no one likes to be treated this way. Two sub-modes can be distinguished:
** '''Threaten'''. The PC outright threatens the NPC with violence if they don't comply or acts as a ThreateningMediator. If it fails, the dialogue is likely to end right there and give way to combat.
** '''Browbeat'''. Instead of direct threats, the NPC is made aware of objective consequences of their refusal to help (e.g. by pointing at a [[EnemyMine mutual bigger threat]]) until they give in.
* '''Seduce'''. This mode draws on the sexual or romantic attraction of the NPC towards the PC, so the former's sexuality and the latter's good looks may be contributing factors in whether the persuasion attempt succeeds. May overlap with Charm or unlock {{Optional Sexual Encounter}}s.
* '''Bribe'''. Instead of swaying the NPC with just words, the PC can instead try to soften them up with GlobalCurrency. The morality of the target may determine whether the attempt succeeds and the amount of currency offered may affect its effectiveness.
* '''Supernatural'''. In speculative settings, an option to use supernatural abilities (such as CompellingVoice, JediMindTrick, CharmPerson, or another form of MindControl) in NPC dialogue may be present. Some [=NPCs=] may be [[ImmuneToMindControl resistant to such abilities]], however.

'''Bluff''' or '''Lie''' is often presented as its own persuasion mode, but it is actually very different from the rest: by using it, a PC tries to convince an NPC of their trustworthiness, rather than compelling them to act. Technically, a bluff attempt can be a prelude to a persuasion attempt and both can fail individually, but most games don't make this distinction explicit.

Compare PersuasionMinigame, where a persuasion attempt is framed as a MiniGame, rather than a background skill check, although such a minigame may itself offer multiple persuasion modes as mechanical options.
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!!Examples:

[[AC:Tabletop Game]]
* ''TabletopGame/DungeonsAndDragons'' has the Diplomacy and Intimidation skills. Although they have to be role-played very differently, they are quite similar mechanically: both skills are Charisma-based and their main difference is that the former can improve the [=NPCs'=] attitude to the speaker on a successful check, while the latter always worsens it. There is also the Bluff skill, which lets characters tell convincing lies, but unlike the other two social skills, its checks are always opposed by the target's Sense Motive skill.
* ''TabletopGame/{{GURPS}}'' has the skills Carousing, Diplomacy, the Enthrallment group (Captivate, Persuade, Suggest, and Sway Emotions) done by fantasy bards, Erotic Art, Fast-Talk, Hypnotism, Leadership, Merchant, Musical Influence (cinematic), and Public Speaking.
* In ''TabletopGame/EclipsePhase'', Intimidation and Persuasion are different skills, Intimidation covering threats while Persuasion is a catch-all for any other way to convince someone to do something.
* ''TabletopGame/{{Shadowrun}}'' has Interrogation, Intimidation [[note]]either a weak form of Interrogation or a strong arm version of Negotiation depending on how you play it[[/note]], and Negotiation.
* ''TabletopGame/{{Ironclaw}}'' has a short comic in the main rulebook demonstrating how to convince a man to light a candle using the skills of Deceit[[note]]"It's very dark in here. You are likely to be eaten by a grue."[[/note]], Gossip, Inquiry, Leadership, Negotiation, and Presence[[note]]"Light this thing ''now'', or I'll stick it in a spot that never gets any light!"[[/note]].
* In ''TabletopGame/HcSvntDracones'', the Coercion proficiency is used to manipulate others through trickery, or threats. Actually browbeating someone is covered by Intimidate. Express is for getting across information or negotiating, though if a character is lying they can substitute Deception.
* ''TabletopGame/{{Paranoia}}''. Early editions have Bootlicking (sucking up), Bribery (say it with money), Con (as in ConGame), Fast Talk, Interrogation, Intimidation, Motivation (i.e. leadership), Oratory (convincing a group of people) and Spurious Logic (for use on robots and The Computer).
* ''TabletopGame/CallOfCthulhu'' has Bargain (to determine prices), Credit Rating (for purposes of finances and trust), Fast Talk (to obtain temporary agreement) and Persuade (general convincing).
* Classic ''TabletopGame/{{Traveller}}'' has Administration (dealing with bureaucracies), Bribery, Carousing (being sociable, mingling), Instruction (teaching), Interrogation, Leadership (controlling groups), Liaison (Administration plus Streetwise), Recruiting (hiring personnel) and Streetwise (dealing with the lower classes, workers and the underworld).
* ''TabletopGame/{{Champions}}'' 4th Edition has the skills Bribery, Bureaucratics (dealing with bureaucrats/red tape), Conversation (extracting information casually), High Society (dealing with the wealthy and high class), Interrogation (torture, drugs, mind control etc.), Knowledge/Culture (when dealing with members of that culture), Oratory (speaking to an audience), Persuasion (convincing/influencing individuals), Seduction (gaining trust with companionship and favors, not necessarily sexual), Streetwise (dealing with the underside of society) and Trading (business bargaining).

[[AC:Video Games]]
* ''VideoGame/ArcanumOfSteamworksAndMagickObscura'' uses the Persuasion skill throughout most quests and represents both the ability to convince someone that your course of action is correct and the ability to convince someone of a bluff. On a few occasions, a sufficient Strength stat can also be used for intimidation to pass a situation, such as convincing a quest NPC to give you an item or convincing a belligerent man to leave you alone.
* ''VideoGame/TheElderScrollsIIIMorrowind'': While interacting with an NPC, you have several options; Admire (a straight attempt to make someone like the PC more); Intimidate (threaten them, which might or might not work); Taunt (lower disposition and goad them into attacking you first); and Bribe (give them enough money to make them like you). Successful use of any of these (except for Taunt) would raise their disposition score and make them act friendlier.
* The ''VideoGame/KnightsOfTheOldRepublic'' series has the Persuade SkillScore, which unlocks additional and often more beneficial persuasion options in dialogue trees. It also lets the [=PCs=] take the Force Persuade feat--basically the Jedi mind trick from the ''Franchise/StarWars'' movies, which works wonders on simple-minded individuals but is useless on intelligent and non-sentient life forms.
* ''VideoGame/VampireTheMasqueradeBloodlines'' has three social skills that unlock additional dialogue tree options: Persuasion, Intimidation, and Seduction. Before the patches, good Intimidation opportunities were few and far in-between, so Persuasion was the main mode. Additionally, two vampiric Disciplines (magical spells, in essence), Malkavians' Dementation and Ventrue's Dominate, can be used in dialogue to persuade [=NPCs=].
* ''VideoGame/ADanceWithRogues'' features the classic ''D&D'' Diplomacy, Intimidation, and Bluff skills, but supplements them with the custom "Arts of Love" skill, which represents the Princess' knowledge of the love-making and sexual experience and can be used to have her way with [[AllMenArePerverts many, many male NPCs]] (and [[EvenTheGirlsWantHer some females]]) when other options fail.
* In the ''Franchise/MassEffect'' series, the [[KarmaMeter Paragon/Renegade]] dialogue options double as persuasion attempts. Paragon options generally fall under the Convincing sub-types (emotional or rational), while Renegade ones are either Browbeating or outright Threats, depending on the target.
* ''VideoGame/DeusExHumanRevolution'' features a complex DialogueTree-based PersuasionMinigame for its "social boss battles", which involves determining the NPC's personality type (Alpha, Beta, or Omega) during an initial exchange, then choosing the correct persuasion mode to get their cooperation. Alphas like being appeased (basically, a Reason mode with a touch of humility), Betas are susceptible to Charm (usually in the form of buttering them up or playing to their ego), while Omegas give in to pressure/intimidation quickly.
* ''VideoGame/DivinityOriginalSin'' features three modes that can be chosen in any persuasion attempt: Intimidate, Charm, and Reason. They are all based on the same skill (Charisma), however, so the only difference they make is the slight bonus or penalty you get in the subsequent RockPaperScissors-based PersuasionMinigame, based on how appropriate the chosen mode in the given circumstances.
* ''VideoGame/{{Wasteland 2}}'' has three social skills, named Hard Ass, Kiss Ass, and Smart Ass. These generally correspond to the Intimidate, Charm, and Reason modes, respectively.
* ''VideoGame/PillarsOfEternity'' lacks dedicated persuasion skills, so some dialogue branches instead require certain attribute values to unlock--most commonly Resolve (which, being a mix of [[TheSixStats classic Wisdom and Charisma]], mainly opens the Charm options), but also Intellect (Convince options), Perception (noticing lies), and sometimes even [[{{Strength}} Might]] (Intimidate options). Additionally, towards the end of Act II, it becomes possible to draw upon [[KarmaMeter your established reputation]] in some dialogues: [=NPCs=] are, for instance, much more inclined to believe you if you have the Honest or Benevolent reputations (which are also leveled, so you may not be honest or benevolent ''enough'' to pass a reputation check).
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