anyway.



thread: 2011-02-21 : Into the Unknown?

On 2011-04-03, David Berg wrote:

Cool thought about coding more takeaways into Summary resolution!  I'll ponder that.

Players only challenge stuff the GM says when it's implausible to them.  This is rare.  As such, the character of play is usually the same for efforts with both perfect info (climb a building) and imperfect info (question an NPC with hidden motives).  Probing for more info happens equally frequently in both cases, though certain questions about NPCs could be obviated by expressive GM portrayal.

As for humans & magic both being mysterious, I've recently been thinking that a system for Attempting the Unknown that generated useful feedback for puzzling out how to use a magic item could do the same for puzzling out how to persuade an NPC.

How deeply to examine NPCs as people?  I'm happy to leave that optional.  The pros (making the world more vivid and real, exploring the ethics of persuasion, forging connections, letting the GM talk IC) tend to outweigh the cons (spending more play time than needed to move forward), IMO.  That said, if the group feels otherwise, or if time is short, then Summary mode it is!



 

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