hawkeyefan
Legend
Edit- double post
@hawkeyefan But how did you decide there was a trap in the first place?
@zakael19 Was there a risk int roll for examining the safe in your Blades game?
It should have been "Was there a risk in the roll."Risk int roll?
If you’re asking how they determined what/if there was a trap - I telegraphed trouble before it strikes (the well sealed room, circle on the floor, faraday cage like strips in the wall when they melted through). Their quick gather intel gave them a better Position (simply stepping through the circle would've probably have led to a Desperate or even straight up Initiate Action With an NPC with the ghost manifesting). The goal of this conflict was to Get Into the Safe; the Threats were 1) an angry ghost manifesting and 2) the alarm to teh local bluecoat patrol house.
It should have been "Was there a risk in the roll."
So I am asking did the players roll some roll in the situation to discern the presence and/or nature of the trap, and if they did, what would have happened had they rolled badly? You said they gathered intel, so that's the roll I'm curious about.
@Crimson Longinus - offering a slightly different take than @zakael19 based on the standard book rather than the alternate rules in Deeper Cuts.
As zakael says above, Gather Information rolls are generally made without setting Position and Effect. They are instead considered Fortune rolls. So perhaps the player would make a Survey roll to determine if there was a trap, but it would be a Fortune roll rather than a standard Action roll. A Fortune roll means that the result just dictates the quality of the information you get, with 1-3 being minimal information, 4-5 being decent information, and 6 being significant information.
The tiers of success line up with Effect, but a Fortune roll is risk and consequence free.
Depending on the circumstances, though, the GM might decide that an Action roll makes more sense, and then there would be Position and Effect set. For instance, if there was some kind of pressure on the character when the roll is made (think something like Gathering Info in the trash compactor in Star Wars, for example), or similar.
The other avenue for getting the game going is to follow the player's lead. This is just like providing an opportunity, but in this case you listen to the opportunity presented by the players rather than describing it yourself. Ask them clarifying questions to flesh out their idea so you end up with a target, a location, a situation, and a vector for a plan. Then ask if they want to investigate further (potentially inviting trouble) or go ahead to the engagement roll.
In thinking about this exchange I expect we probably aren't entirely on the same page with what we consider significant, or at least the scope of things being tracked. Most games will spin out 100s or 1000s of facts, certainly, especially if it is a longer form campaign. I'm just thinking of things that are in motion, and are likely to impact the situation on their own. Like BitD clocks will keep ticking and something will manifest at the end, and maybe even at certain ticks. Beyond that, yes, there may also be situational kind of stuff where some character goes and visits a location and it is determined that something there changed, it is perhaps linked to other things that happened onscreen, etcIf your interested I can illustrate my points with detailed example that had just occurred over the past two months.
In thinking about this exchange I expect we probably aren't entirely on the same page with what we consider significant, or at least the scope of things being tracked.
I think we agree more than not. My campaigns are not driven by a narrative plot. They begin with players choosing a location and character concept, such as serving in the city guard or living in a border village. We discuss their immediate goals, and I prepare by reviewing what has happened in that location. Then I build out a set of NPCs in their social circle, each with their own motivations. From that, I generate an initial timeline based on how those agendas might intersect.Most games will spin out 100s or 1000s of facts, certainly, especially if it is a longer form campaign. I'm just thinking of things that are in motion, and are likely to impact the situation on their own. Like BitD clocks will keep ticking and something will manifest at the end, and maybe even at certain ticks. Beyond that, yes, there may also be situational kind of stuff where some character goes and visits a location and it is determined that something there changed, it is perhaps linked to other things that happened onscreen, etc
I'll be honest, while I have a pretty good ability to keep stuff in mind, over time I've come to find that, in RPGs, KISS is a golden rule! Obscure stuff, loads of extra detail, etc. generally is low payoff for the cost of tracking minutia. It's good to keep some details in mind, and refer back to stuff sometimes, or bring an old situation back in a new state to provide the feeling of continuity and reward players with fun reminders and whatnot of past play. I just don't find a lot of it to be very plot relevant.
Right. If there's an obstacle (or Threat), you're in Action Roll territory. Your goal is information to take some next step, but it's chancy. I tend to keep things in Fortune Roll territory (since Im telegraphing & following through with Threats) as a way to shape the score-world, and only in cases where the information isn't obvious.
A bunch of this stuff around Gather Info for score setup purposes is also covered under the GM Move Provide Opportunities, Follow Their Lead which @Manbearcat alluded to regarding how to generate scores a while back. The latter and below guidance is how I do my score/mission creation with my groups:
In thinking about this exchange I expect we probably aren't entirely on the same page with what we consider significant, or at least the scope of things being tracked. Most games will spin out 100s or 1000s of facts, certainly, especially if it is a longer form campaign. I'm just thinking of things that are in motion, and are likely to impact the situation on their own. Like BitD clocks will keep ticking and something will manifest at the end, and maybe even at certain ticks. Beyond that, yes, there may also be situational kind of stuff where some character goes and visits a location and it is determined that something there changed, it is perhaps linked to other things that happened onscreen, etc
I'll be honest, while I have a pretty good ability to keep stuff in mind, over time I've come to find that, in RPGs, KISS is a golden rule! Obscure stuff, loads of extra detail, etc. generally is low payoff for the cost of tracking minutia. It's good to keep some details in mind, and refer back to stuff sometimes, or bring an old situation back in a new state to provide the feeling of continuity and reward players with fun reminders and whatnot of past play. I just don't find a lot of it to be very plot relevant.