The unpredictability issue was discussed a bit upthread. [MENTION=22424]delericho[/MENTION] said that he (? I think) likes unpredictability, and that this resides principally in the players' choices as to what to do with and about the backstory they know. I agree, but because unpredictability reside principally in the players' choices, don't feel that there is any great benefit in uncertainty as to access to backstory per se.because I want some real-time unpredictability in the game.
The comparison I made upthread is to making a d20 roll to see which module you use, rather than just choosing the one you think will be most fun.
I don't think so. The question of what my PC learned in school is a fact about my PC, not a fact about the broader setting.But there have been instances where some elements of a PC's backstory might be randomly generated. It's not generally done, because PCs are usually placed under the player's control, including backstory, but that's not absolute.
<snip>
on the one hand you're talking about the PC's backstory and on the other you're talking about the setting's backstory.
If I don't have to roll to learn whether or not my PC was taught cobbling at school (but instead just pick the cobbler background, or cobbler skill, or whatever), why do I have to roll to learn whether or not my PC was taught about such-and-such a secret cult?
Is it about fairness? Eg it would be unfair for a player to declare that his/her PC knows every secret about every cult, but equally it would be unfair for his/her PC to know nothing about any secret cult, so the information is rationed by dice rolls? I think something like this is what is going on with the classic D&D thief's Read Languages ability, but that is in a broader context of information rationing in which the notion of fairness has purchase.
Whereas in non-Gygaxian games (that are also different from some of the non-Gygaxian approaches that I've described upthread, eg BW) the broader context that makes sense of information rationing is what I'm trying to understand.
But how is it better to force a roll that might make them make a choice based on bad data? If making choices based on bad data is bad, how is it less bad if it happens sometime based on rolls, rather than always based on GM mandate?If I choose not to give the players all the information that is tied to the icon then I'm deliberately choosing to force them to make choices based on bad data. I don't do that - hence the roll.
Or, to flip it round, if it sometimes good for the players to make choices based on bad data, why is it not sometimes good for the GM to mandate that such a situation will occur?
I know the answer to these questions in Gygaxian play: because acquiring the data is itself an element of player skill. I don't think that answer generalises to other playstyles, though.
I don't see them as being at all the same.Actually, they're exactly the same. In both cases the players are making a bunch of choices, some or all of those choices result in dice rolls, and if those dice rolls go bad then the game ends.pemerton said:It seems to me there is a difference between the game coming to an unexpected end because the players declared actions for their PCs, and failed due to bad luck; and the game coming to an unexpected end because the players missed out on relevant backstory due to random dice rolls.
The only real differences are that in the combat case those dice rolls come in quick succession and lead to a definitive end (TPK), while in the investigation example they're considerably more spread out and probably don't - very likely there is at least something the PCs can still try to get back on track.
For instance, in the combat case the GM can't stop the TPK (assuming no Deus Ex Machina) other than by suspending the action resolution rules (eg fudging die rolls, or overtly declaring that the NPCs miss rather than hit). Whereas in the case of the religious icon, the GM can just declare that "Yes, your PC did learn about such-and-such a secret cult when studying at Obscure Knowledge College."
The analogue to the TPK in the investigation scenario would be the players not declaring that their PCs search the room, or not declaring that their PCs look at the icon. But once they have searched the room, and have declared that they examine the icon, the players have made all the action declarations that they can - it all turns on what backstory is authored about their PCs (what did they learn at college) and hence what backstory the players become privy to.
It would be possible to construct a combat that had a similar dynamic - eg the demilich puzzle in Tomb of Horrors - but in the typical FRPG combat encounter, the ability of the players to make meaningful and effective action declarations doesn't generally turn on having access to some particular bit of backstory which is rationed like the icon information.
If the PCs have to return to locations because the players didn't make sensible action declarations (eg they didn't search the desk, or whatever) that is quite different from the knowledge roll scenario. It's like making a bad choice in a combat, and you wear the consequences.In the investigation case, it's vastly more likely that if the PCs blow all their rolls they'll find themselves with no obvious way to proceed and have to revisit some locations and/or go visit some helpful NPC for more assistance.
If the visit to the NPC has a cost, then that becomes like the "stakes" examples we discussed upthread - the reason for the knowledge check is to find out what resources, if any, the players have to forfeit in order to get the information.
If there is no cost other than time spent at the table in visiting the NPC then again the rationale of the whole structure becomes more opaque to me. Couldn't we just short-cut straight to the information - either by declaring that the PC knows it, or describing how the PC visits his/her friendly old mentor who tells him/her all about the nefarious cult of so-and-so?
That helps with the aesthetic, yes. I think it raises some other questions, though, or at least leaves them unanswered, like what is "the story being told", and who is telling it?Would it help if I said it was due to a simulationist, rather than narrativist, approach? That is, we're not rolling to determine how much of a "backstory ration" the PC gets; we're rolling because the PC knows a certain amount about religion which may or may not include the facts tied to this icon. So we roll to determine whether he happens to know these particular facts. That these facts tie into the story being told is incidental to the process - we'd roll just the same if the scene instead just happened to take place in a (completely unrelated) church and the PC chose to look at the stained glass windows.
This seems to me to be getting close to the heart of things, but some elements are still a bit unclear to me.I am 'rationing backstory' to let the players collect potentially useful clues.
<snip>
I have never made a certain check-dependent piece of knowledge critical for the successful completion of the whole adventure
<snip>
I want to use Knowledge check rolls for a couple of reasons: because players make decisions about what their PC are proficient at, and such decisions have a cost
I agree that PC build choices, including acquiring Knowledge skills for a PC, have a cost. The question is, then, what is the player buying for that cost?
In Gygaxian D&D, the answer is fairly clear: the ability to discern backstory (secret doors, traps, etc) which will enable a skillful play to engage in even more skillful play, and thereby increase the XP & treasure per session ratio.
In 4e, the answer is fairly clear: the ability to learn monster stats during combat, which can be an advantage in that system; and the ability to declare actions in skill challenges (as was discussed upthread, 4e knowledge skills also include "active" aspects, like using Nature to find the way or to tame an animal, or using Religion to exorcise an evil spirit).
In Burning Wheel, the answer is also fairly clear: knowledge skills enable action declarations which will permit player authorship of backstory (eg the "chink in the armour" example upthread, or "locking in" that the feather the hawker is selling really is an angel feather).
In both 4e and BW, knowledge skills can also be used to gain access to the GM's secretly-authored backstory, but that is not their sole use. When used in this way, the main benefit the player gets is to force the GM to declare, and thereby "lock in", the backstory. It's a sort of "tempo" benefit.
In the style of play which emphasises "collecting potentially useful clues", what is the benefit to the player in collecting those clues? How do they relate to the adventure - and what exactly is the adventure (or, in [MENTION=22424]delericho[/MENTION]'s terminology, the story being told? If a group of players turns up with PCs completely lacking knowledge skills and divination magic, what will they not be able to do, in terms of engaging the game and doing well at it, that they could do if their PCs did have those abilities?