Charlaquin
Goblin Queen (She/Her/Hers)
Cool. Glad that works well for you.We've covered this before. The players have a ton of opportunities to metagame, I simply ask them not do do so. I rarely ask any clarifying questions, in most cases it's just clarifying the scene. It's them saying they're jumping out the window when I'm being sure they understand that they're on the third floor. I can't remember the last time specifics of how they did something really mattered.
If I'm setting up a visual narrative it could be something like this:
PC: I smash the vase
DM: With your battle axe?
PC: Yep
...
Not particularly disruptive. Then again I probably wouldn't even bother with that. I'd probably just describe a bit of noise and what, if anything, was inside the now broken vase. Details of how it was broken don't really matter. And that's where I'm struggling ... I can't think of a good scenario where it would matter.
To drag things back to the topic, how about the player who tries to break the warship? Whether they try to do that by punching the warship, or by using their super-special magic item that can destroy such large objects in a single blow, seems pretty relevant, since it would affect whether or not the approach has any chance of succeeding in the goal of breaking the warship.Smashing vases aside, you've been short on examples of where the extra clarity was helpful. The examples I gave way back (one was using Message to talk to a guard) didn't have any "goal" stated on my part. I don't know what other "approach" I would have needed to add, if any.
Can you give any examples? How would it matter to the result?
Me too. That’s what I call telegraphing, which is very important when it comes to things like traps and secret doors (which ToH is full of!)If I were to run something like Tomb of Horrors, I'd be making it fairly clear that something was unusual.
It isn’t any detail at all about how the character attempts to smash the vase. Since both what you want to accomplish and how are required parts of an action declaration in my games, it should be obvious to any player that simply stating an intent is not reasonably specific, since it gives no detail at all on one of the two required elements of the action declaration.I rarely do anything like that, when I do I just give people free skill checks as appropriate. But the problem is that "reasonable" is so much in the eye of the beholder. I think "I smash the vase" is a reasonable level of detail. You don't.
Again, crossing the road is a goal. Walking is an approach that one might take to try and achieve that goal. “I walk across the road” is therefore a complete action declaration, where “I try to cross the road” is not.It also doesn't address the "goal" part of things. If a PC states "I cross the road" while they've been polymorphed into a chicken, I don't care why the chicken crossed the road I just have to decide if there's any risk to crossing the road or anything triggered when they get to the other side. It is something that comes up rarely, that the player seems to be floundering a bit trying to achieve a goal so I'll ask them.