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<blockquote data-quote="5ekyu" data-source="post: 7300671" data-attributes="member: 6919838"><p>Again this seems to me to be a potential drawback to the "goal" approach for some. The fact of a stated goal *can* be useful for helping to clear up an ambiguous description of a task but when it is used in this way, as a block if you will, it becomes more obstacle than aid.</p><p></p><p>Everyone may know the character cannot make it to the moon, but how far the player gets can be a very critical factor.</p><p></p><p>Take a less outlandish case, jumping across a misding span of bridge. While the GM could see no chance of success at the stated goal is possible and thus forbid a roll and head into some auto fail description, others would simply resolve the effort ( separate from goal) and use how far the character got to determine a number of different resolutions such as catching onto supports way below, falling into the river or onto rocky shore etc.</p><p></p><p>Finally, maybe in your games, your players choose to define goals you deem impossible so often that rolls for them would eat up so much time that it could be as much of a problem to make you see it as so important a problem.</p><p></p><p>In my games, maybe because my players and i being on the same page as far as character capabilities and mechanics, its rare that we get into such cases of players describing impossible goals with their action or describing impossible actions (as i rarely need to ask for goal per se.) </p><p></p><p>When it does happen, rolls are not time consuming, esp since they often occur along with the description, not following a "wait for GM permission to roll" delay.</p><p></p><p>Of course, thats a different animal than more general narrative thru scenes like say searching thru an abandoned graveyard where there arent any "hidden" or "trapped" or "time sensitive" elements. Those where we would narrative thru it and let the mechanics influence (possibly with roll, possibly with passives) which characters found which stuff or how much of it (or maybe even what was found.) </p><p></p><p>As happened Tuesday night when they searched three ghost ships full of dead bodies.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Sent from my VS995 using <a href="http://r.tapatalk.com/byo?rid=93205" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="5ekyu, post: 7300671, member: 6919838"] Again this seems to me to be a potential drawback to the "goal" approach for some. The fact of a stated goal *can* be useful for helping to clear up an ambiguous description of a task but when it is used in this way, as a block if you will, it becomes more obstacle than aid. Everyone may know the character cannot make it to the moon, but how far the player gets can be a very critical factor. Take a less outlandish case, jumping across a misding span of bridge. While the GM could see no chance of success at the stated goal is possible and thus forbid a roll and head into some auto fail description, others would simply resolve the effort ( separate from goal) and use how far the character got to determine a number of different resolutions such as catching onto supports way below, falling into the river or onto rocky shore etc. Finally, maybe in your games, your players choose to define goals you deem impossible so often that rolls for them would eat up so much time that it could be as much of a problem to make you see it as so important a problem. In my games, maybe because my players and i being on the same page as far as character capabilities and mechanics, its rare that we get into such cases of players describing impossible goals with their action or describing impossible actions (as i rarely need to ask for goal per se.) When it does happen, rolls are not time consuming, esp since they often occur along with the description, not following a "wait for GM permission to roll" delay. Of course, thats a different animal than more general narrative thru scenes like say searching thru an abandoned graveyard where there arent any "hidden" or "trapped" or "time sensitive" elements. Those where we would narrative thru it and let the mechanics influence (possibly with roll, possibly with passives) which characters found which stuff or how much of it (or maybe even what was found.) As happened Tuesday night when they searched three ghost ships full of dead bodies. Sent from my VS995 using [URL=http://r.tapatalk.com/byo?rid=93205]EN World mobile app[/URL] [/QUOTE]
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