Bill Zebub
“It’s probably Matt Mercer’s fault.”
The issue is getting the players to accept not getting a straight answer from a successful attribute roll when they've been trained to expect one.
So much this.
The issue is getting the players to accept not getting a straight answer from a successful attribute roll when they've been trained to expect one.
Actually, my preferred mode of play would use mechanical processes to determine the availability of potential henchmen in a given area, based on a wide variety of factors. The results of those processes exist whether or not the PCs look for them, I just don't bother determining their results unless it becomes relevant to play.The GM decided where the NPC is! Because it's all a fiction, and so has to be authored via some process.
Even in your game - assuming you really are an OSR enthusiast! - permits the players to make decisions that determine what NPCs are present in the gameworld. For instance, by deciding to try and recruit henchmen, the players can prompt and even oblige the GM to narrate the presence of certain sorts of NPCs who, otherwise, would never have been thought about, let alone narrated, by anyone at the table.
In any event, I didn't say that the player decides where the NPC is. Rather, they declare actions that, in turn and in accordance with the game's processes of play, prompt or even oblige the GM to narrate something, such as the assailant threatening the PC with a knife.
I would also add - if one assumes that in all RPGs the GM is free to decide by fiat and/or random roll that some conflict with some stakes occurs, then what I am posing about TB2e will make no sense. As I've posted upthread, one needs to abandon such a (false) assumption to understand the game play that I am describing.
I agree with all of this.High insight rolls reveal hints observed about mistruths. The lie/s could be singular, many, exaggerations or omissions. They may also be emotions disguised. Colour (description) could be added to flesh out of a high Insight roll, perhaps you notice the parched lips of the speaker and thus you offer them water - whether you use the water threaten, tempt or actually as a act of kindness to entice the truth.
Insight may offer than just, this is lie - it may reveal a flaw, ideal or bond you can leverage.
High perception may not necessarily reveal the trap, but clues of a trap, additional colour (description) which may assist with a puzzle, sense of being-watched, it could even be used as a flaw (paranoia), a sense that something is off with this reality - that requires further investigation.
What I mean to say is, my experience has shown that the binary use of skills creates less excitement and doesn't facilitate for a greater immersive experience IMO. I do not claim to do the above with every roll, maybe not even 50%, I wish I did more, but is it certainly great when I do remember and am able to do it successfully.
My take is that they were trying to nudge things in this direction with their vague definition of Insight. What they did NOT write was, "A successful Wisdom (Insight) check reveals whether or not a creature is lying."It would be nice if WotC caught up to speed with things like this...
How did the GM come to narrate "a person points a knife at you, threatening you if you don't hand over your valuables"?
As in, what is the process of play that leads to the GM narrating that.
As I posted, different RPGs have different processes of play here. In TB2e, this is the sort of thing that would be narrated as a twist. The twist, in turn, will build on the unfolding fiction, including whatever action the player declared that precipitated the failed test. And in all cases the GM will be having regard to a PC's player-authored Belief, Goal, Instinct and (if the player has one) Creed.
This is how the player sets the stakes. (I didn't say anything about PC's setting stakes. Stakes is a game-play concept, not an in-fiction concept.)
Yea, it's exactly like that. (The words on the page and the act of turning the pages all falling away is one I'm deeply familiar with.) And, comparatively, if I'm really in an immersed flow state, I can make a roll during a game and take in the result and use it without losing my sense of "being in character." It's a more challenging mental state to get to, for me, than acting as the character with no mechanics, but it feels more intense and worthwhile during play. (Again, IMX.)
Didn't you just a few posts ago imply this is impossible? Or is it that it you can only do it if the rules tell you what to feel? I'm so confused...This is closer to my own preferences. But I think I have less inherent thespianism, and more of a desire to feel what my character feels, and be moved as they are moved - the "inhabitation" I keep rabbiting on about.
I agree with all of this.
My take is that they were trying to nudge things in this direction with their vague definition of Insight. What they did NOT write was, "A successful Wisdom (Insight) check reveals whether or not a creature is lying."
Didn't you just a few posts ago imply this is impossible? Or is it that it you can only do it if the rules tell you what to feel? I'm so confused...![]()
I don't think it's particularly complicated.Didn't you just a few posts ago imply this is impossible? Or is it that it you can only do it if the rules tell you what to feel? I'm so confused...![]()
The results of a process can't exist if the process hasn't been performed. I mean, that's like saying that the cookies I would have baked today exist - I just haven't bothered baking them yet!Actually, my preferred mode of play would use mechanical processes to determine the availability of potential henchmen in a given area, based on a wide variety of factors. The results of those processes exist whether or not the PCs look for them, I just don't bother determining their results unless it becomes relevant to play.