That's fair.I hate puzzles.
What if you friends did enjoy the occasional puzzle? Wouldn't you cut them a break and let them have their fun?They are one of the surest ways to get me to stand up and leave a game.
That's fair.I hate puzzles.
What if you friends did enjoy the occasional puzzle? Wouldn't you cut them a break and let them have their fun?They are one of the surest ways to get me to stand up and leave a game.
This is also a challenge to the player, if the player has to come up with the plan (ie is not just allowed to roll the PC's "planning" skill and have the GM tell her what the optimal plan is).
What if you friends did enjoy the occasional puzzle? Wouldn't you cut them a break and let them have their fun?
I'm sorry, I don't understand you.
What Psion and Mouseferatu said.
Cheers!
I was making a comment on the "face-to-face with friends" method.If by online play you intend online descriptions (messaging) of the gameplay decisions roleplaying requires so that all participants can see and share, then this is equally valid in theory IMO as messaging qualifies for practically any information one may need to transmit.
But still how do you adjudicate the case of "sneak past the guard" without a mechanic for replicating what happens in the game world?I am sorry I see I do not express myself clear enough. I was saying that the only thing that matters for players to know is what their characters think their risks and opportunities are so that their choices are socially meaningful to the rest of the team, since each member of the team is dependent on the rest of the members.
It never has to resort to physics: just economics. This is what roleplaying is about: economy, not pure physics. Of course economy takes into consideration the results of physics: but it need not analyze physics themselves.
I think in the drive over the last 20 years to make rules for skill like activities more consistent, and to give players cases where they can "be there own sage" and access world info they as players wouldn't know, just make the game better.
But still how do you adjudicate the case of "sneak past the guard" without a mechanic for replicating what happens in the game world?
But does that mean you have to leave the room if your character falls unconscious?
If another PC moves up to the corner at the end of the corridor, do you have to put your hands over your ears and chant "LA LA LA!" while the DM tells him what he sees?