Bawylie
A very OK person
"For any followers of this thread who genuinely are interested in how "goal and approach" differs from generic "there is a secret door" or "there is a trap", and not just looking ways to argue, here are some usage notes from the above scenario:"
Just to be clear, were you " not just looking for ways to argue" with the by your own admission derisive roll for every 5' post comment in that post where you put out this example? Or when even now you frame it as against a "generic" scene?
I mean they seem basically more contentious add-ons that just attempts to spotlight differences.
But about your scene.
It sound an awful lot like the escape room we did a few weeks ago. We, people, find piles of clues. Some have distinct sizes - three numbers on a vase bottom and a three number combo lock -(10 bottle slot shelf, 10 element bar code) - others may be color coded etc.
In that same escape room, we had a number of clues or hints we could ask for and I swear that first room clue was about as on point as your girl safety net was. It was basically pointing us to a place to try to get what we need, much like your girl sent them back to the underhouse.
That escape room we did at the con was fun. It was fun even for me, and I cannot see well so a good chunk of it was not gonna be much for me.
But, the thing that strikes me about your example and now the usage notes bring home (I was wondering) is that *like our escape room** there is no bringing into the mix anything about the characters being played, the game system, be it diceless, be it RPS larping, be it a pamphlet sized character- on- post-card or HERO system 400+ pages of non-setting rules.
So, it really does not spotlight "goal and approach" vs "character-centered" play in an RPG at all. It seems to be the epitome of "playing me or challenging me, the player" as opposed to "playing Hans or challenging Hans the dwarf".
Honestly, like the escape room, it has a lot more in common to a board game than an RPG.
That's fine, I love them. Have loads of fun with board games, with chess where no dice are needed either and we just move our pieces around.
Or Go, my stone never once is a "person" just a game piece and it's about how well I as a player choose my moves etc. But, every stone is the same. One stone has the same chance as any other st whatever task it is set to do. No reference cards bring up the dwarf stone's masonry or the very perceptive elf'stone.
I recommend every GM of diced games take a turn or two at running diceless systems. It imo really helps refine some techniques.
I am glad your players enjoyed the sample setup you gave them. But if that is your flagship case for what defines and sets apart "approach -and goal" I gotta say it sorta spotlight all that stuff about how it "devalues" all those chargen choices the system being discussed requires (and that by extension a GM using that system required) even tho it seems like the "approach and goal" advocates seem to keep saying they are not devaluing those choices. I mean, how many times have we seen the kind of "oh no, character stats matter... with frequent "we used them passively or..." insert other.
Yet in your whole example and your explicstive usage notes to your your case even more, not one reference to a trait of the PC that I can see. No point where it was important that it was a halfling or a gnome or a wizard or a rogue or... well... anything "character".
It seems 100% play and GM puzzle and you did not se fit to show any point where character mattered to the outcome.
That's very very informative about your presentation of what separates "approach and goal" from the rest **in actual play** and I thank you for that.
By the way, in my non "approach and goal" gameplay, I dont throw random or generic secret doors in either. They require time too. So, it's good that those are not the only alternatives.
As for this last part...
"So basically you can keep giving stronger and stronger hints until they get it, but the hints should always feel earned."
I am sure you know but in some games, the idea that "they might not get it" is also an option and the scenes and follow-ups and bigger campaign proceeds on... rather than just keeping piling on more and more stronger hints until they "get it."
The character/chargen stuff comes up when interacting with the game’s difficulty - not its challenges.
In that same scenario, it may well have been that the adventurers did NOT place the bottles in the correct place at all and instead attempted to force the door. If so, THEN Hans the Dwarf’s prodigious Strength would have been front and center - trying (by way of a Strength check) to overcome the door’s DC.
How about this? There is a mystery. It has a correct answer. You’re presented with the central question and tasked with figuring it out. Maybe a person was killed or a treasure was stolen.
Looking at the scene, you may take a guess at what happened and if you hit an Intelligence check of DC 30, you’d get it exactly right. Or if you just said the answer and got it exactly right, that’d work too. But if you can’t hit that DC 30, you decide to do some investigation.
You find a handful of clues that give evidence about what happened. Each clue you find drops the DC by 6. After a couple clues, you (player) may have enough info to just guess the right answer.
But maybe you’re not sure, so your character puts the clue together and hazards a guess (goal: solve mystery. Approach: by reviewing the evidence and deducing the likely solution). You’ve got two clues so the DC is now 18. Your character has +2 INT and training in Investigation. You might make this check.
But say you fail. You continue investigating and grab 3 more clues. Now you have the answer and know for sure what happened.
This is the kind of thing I’m talking about. If you’ve figured out a surefire way past an obstacle, there isn’t a need to roll a check. If you’ve got a pretty good (but not fail-proof) way past an obstacle, you probably need an ability check. Maybe you take some precautions so that you make the ability check on the most favorable of possible terms. That’s alright. And maybe you put in a bunch of work and arrive at the fail-proof way past the obstacle (as [MENTION=6801328]Elfcrusher[/MENTION] ‘s group did).
Any way past an obstacle may be valid. Some ways carry greater or lower chances of success, including 0% and 100%.
Your super smart investigator might make the DC 30 INT (investigation) check. Maybe you, a super smart player, already figured it out! Or maybe both you and your character need some hints before either of you try. In any case, there’s more than one way to skin this cat.
(Two soldiers guard a door or whatever. One always lies and one always tells the truth. What’s the DC to determine whether a guard is actually telling the truth? Is there a fail-proof way to determine which one is telling the truth?).
Edit: spelling