I have seen the same with new players and story. Fun to watch. But still, if that player took a Hulk Smash character, no amount of fiction engagement should allow Hulk to delicately sneak across a fragile bridge. That is where the GM needs to explain the choices have consequences concept. Perhaps with a "As soon as Hulk gets on the bridge, it collapses...."My experience is the opposite. New players can't always make sense of a character sheet, but they know how to engage with the fiction. If I compare years of teaching new players D&D, versus more recently using Shadowdark, when playing Shadowdark with it's sparse character sheets they are more likely to come up with creative plans. If they are looking at their character sheet it's probably at their equipment. With D&D they keep looking at their character sheet and tentatively asking, "Can I....?"
Yeah I think part of the problem is systems that focus too much on "character build".
EDIT: The "consequence" of putting a 6 in a stat is that (in some systems) you get a 10% penalty to rolls that rely on that stat. That's it; that's all it means. If somebody wants to choose to roleplay that stat as being more meaningful than a 10% penalty, that's entirely up to them. But I find attempts to arbitrarily impose additional constraints, "...and you are especially bad at X, Y, and Z...." to be, in effect, dictating to people how they should roleplay being 10% worse than average at something, and I don't agree with that.
What if they just say, "I try to pick the lock" without any mention of noise? Do they know they're not actually rolling to pick the lock (because that's a guaranteed success in your game)? That's what I mean by "affect the narrative". I mean outside of straight task resolution (what the rules say you're rolling for).Yes. If the players declare an action that may have a negative consequence, I tell them what the deal is. They can change their mind if they don't like the deal. (The deal may or may not include success at the task itself.)
EDIT: Re-reading what you wrote, the phrase "how their action affects the narrative" strikes me as off. Or, at least, their action doesn't "affect the narrative" any more or less than more traditional adjudications. It's not "I'm going to attempt pick the lock...and let me know if I do it quietly." It's "I'm going to attempt to pick the lock quietly." Failure means you fail to accomplish that objective.
What if they just say, "I try to pick the lock" without any mention of noise? Do they know they're not actually rolling to pick the lock (because that's a guaranteed success in your game)? That's what I mean by "affect the narrative". I mean outside of straight task resolution (what the rules say you're rolling for).
To me there's no question player skill makes for more fun and immersive gameplay, so should be favored where possible.
The undercurrent in the player skill vs. character skill conversation is: "what if I'm not witty/a good tactician, shouldn't I be allowed to imagine myself that way in-game?"
I think we have to be willing to say...no. That's what CRPGs on Story Mode are for.
In TTRPGs the gameworld is a cooperative construction. Something that only exists in one person's imagination doesn't count. As a player you have a responsibility to contribute to the vividness and coherence of our shared imaginary space; it's not a VR for your personal enjoyment. If you can't convincingly play a witty/tactically intelligent person, don't choose that sort of character.
Why should we prevent a player who is not a good Tactician not to play a characterr who is not a good Tactician or to play a character more intelligent than themselves if they invest in the proper mechanics if that is their fantasy and role they want to play?To me there's no question player skill makes for more fun and immersive gameplay, so should be favored where possible.
The undercurrent in the player skill vs. character skill conversation is: "what if I'm not witty/a good tactician, shouldn't I be allowed to imagine myself that way in-game?"
I think we have to be willing to say...no. That's what CRPGs on Story Mode are for.
In TTRPGs the gameworld is a cooperative construction. Something that only exists in one person's imagination doesn't count. As a player you have a responsibility to contribute to the vividness and coherence of our shared imaginary space; it's not a VR for your personal enjoyment. If you can't convincingly play a witty/tactically intelligent person, don't choose that sort of character.
So why don't we use more character skills to cover more of the gaps between the players and their characters?
So back to the question. Where are your lines on player skill vs character skill?