---
key: mechanic/dialogue--family-persuasion
type: mechanic
id: dialogue--family-persuasion
lang: en
title: Persuasion and Influence
summary: >-
  The player tries to change another character’s decision, belief or behaviour
  through dialogue.
updatedAt: '2026-10-22'
status: active
url: 'https://gamemechanics.pro/en/knowledge/mechanic/dialogue--family-persuasion/'
jsonUrl: >-
  https://gamemechanics.pro/api/v1/knowledge/en/mechanic/dialogue--family-persuasion.json
markdownUrl: >-
  https://gamemechanics.pro/content/knowledge/en/mechanic/dialogue--family-persuasion.md
aliases: []
tags:
  - Dialogue
  - Game rules
sourceIds:
  - source-8fcf1671c353b49b
sources:
  - id: source-8fcf1671c353b49b
    title: Disco Elysium
    url: 'https://store.steampowered.com/app/632470/Disco_Elysium__The_Final_Cut/'
    verifiedAt: null
relations: []
placements:
  - catalogId: dialogue
    id: family-persuasion
    title: Dialogue
    url: 'https://gamemechanics.pro/en/mechanics/dialogue/#family-persuasion'
    categoryIds:
      - section-2
supersededBy: []
attributes:
  preview:
    updatedAt: '2026-10-22'
    title: Persuasion and Influence
    description: >-
      The player tries to change another character’s decision, belief or
      behaviour through dialogue.
    image:
      src: images/mechanics/disco-elysium-dialogue.webp
      width: 1440
      height: 810
      crop:
        x: 563
        'y': 38
        width: 825
        height: 712
      game: Disco Elysium
      sourceUrl: 'https://store.steampowered.com/app/632470/Disco_Elysium__The_Final_Cut/'
      originalUrl: >-
        https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/632470/ss_23836438cd455287232be5ae9c4f48d5c488967b.1920x1080.jpg?t=1780913406
      credit: ZA/UM
      rights: © ZA/UM. All rights reserved.
      caption: Attempting to exert Authority
      alt: Attempting to exert Authority
      markers:
        - x: 79
          'y': 72
          label: An Authority check governs an attempt to exert pressure
    tips:
      - Account for the other character’s goals as well as the hero’s skill.
    examples:
      - title: Disco Elysium
        url: >-
          https://store.steampowered.com/app/632470/Disco_Elysium__The_Final_Cut/
endsAt: null
provenance: >-
  Original editorial design catalog consolidated from project discussions on
  2026-10-20. Complete discussion item lists and contextual limitations are
  preserved; linked primary sources support specific techniques, not the entire
  classification. English translation was prepared with machine assistance and
  editorial review.
license: CC-BY-4.0
codeLicense: MIT
attribution: gamemechanics.pro contributors
catalogKey: catalog/dialogue
---
# Persuasion and Influence

id: dialogue--family-persuasion
type: mechanic
key: mechanic/dialogue--family-persuasion
lang: en
status: active
url: https://gamemechanics.pro/en/knowledge/mechanic/dialogue--family-persuasion/

The player tries to change another character’s decision, belief or behaviour through dialogue.

## At a glance

![Attempting to exert Authority](https://gamemechanics.pro/images/mechanics/disco-elysium-dialogue.webp)

[Disco Elysium](https://store.steampowered.com/app/632470/Disco_Elysium__The_Final_Cut/) · © ZA/UM. All rights reserved.

1. An Authority check governs an attempt to exert pressure

- Account for the other character’s goals as well as the hero’s skill.

- [Disco Elysium](https://store.steampowered.com/app/632470/Disco_Elysium__The_Final_Cut/)

## How it works

The chosen arguments and methods of presentation change the opinion, decision or willingness of the interlocutor to act.

## Variants

### Variants and applications

<a id="family-persuasion-variants"></a>

- Rational belief. Rule: An NPC's position is changed by arguments related to his beliefs and situation. <a id="variant-persuasion-01"></a>
- Appeal to benefit. Rule: The decision is related to what the interlocutor will receive from cooperation. <a id="variant-persuasion-02"></a>
- Appeal to values. Rule: The argument is based on the NPC's duty, faith, ideology, or personal principle. <a id="variant-persuasion-03"></a>
- Empathy. Rule: Acknowledging the other person's feelings and circumstances reduces resistance or opens up the conversation. <a id="variant-persuasion-04"></a>
- Flattery and recognition of merit. Rule: Positive evaluation affects through self-esteem, status or the need for recognition. <a id="variant-persuasion-05"></a>
- Intimidation. Rule: Threatening consequences forces concession, but may provoke resistance and retaliation. <a id="variant-persuasion-06"></a>
- Provocation. Rule: The player evokes an emotional reaction in order to achieve a mistake or desired action. <a id="variant-persuasion-07"></a>
- Rethinking the problem. Rule: The player changes the frame of the discussion so that another solution becomes acceptable. <a id="variant-persuasion-08"></a>

## Context and limits

Author's working taxonomy compiled for this request. Titles are descriptive; sources confirm individual principles and examples, and not the entire list.

## Connected materials


## Sources and provenance

Original editorial design catalog consolidated from project discussions on 2026-10-20. Complete discussion item lists and contextual limitations are preserved; linked primary sources support specific techniques, not the entire classification. English translation was prepared with machine assistance and editorial review.

- [Disco Elysium](https://store.steampowered.com/app/632470/Disco_Elysium__The_Final_Cut/) (id: source-8fcf1671c353b49b)

CC-BY-4.0 · gamemechanics.pro contributors
