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A Question Of Agency?
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8164008"><p>I agree. If I use random procedures, I always factor in what the players are doing. Especially in a sandbox, that is important. If the players start a hempseed oil venture, and get into extreme specifics about their shipments, and take all kinds of extra precautions and put resources towards ensuring the safety of their shipments, whatever random roll I make, if I need to make one, to determine how many of their hempseed oils reach their destinations, ought to factor that in as something like a bonus at the very least.</p><p></p><p>The reason I use methods like this for offscreen stuff, is if the players do something like send an assassin after a major enemy, I would find the outcome difficult to determine fairly through fiat (unless I was given a ton of specifics by them and had a lot of specifics to work with). Ideally I could run the encounter and roll everything. but that would slow the game down a lot for something off screen. So I would simplify and probably have it be a dice pool rolled against the enemy's dice pool (or devise some method I think fairly captures the probabilities). Then roll the outcome. I think deciding to assassinate an opponent is fair in a game like this, so I'd want to have a fair method for reaching a conclusion about it. And this is actually a point in the game, where even if I don't show them the roll result (because it is happening away from their characters and they wouldn't know the outcome when it happens), I would probably explain my method to them for clarity</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8164008"] I agree. If I use random procedures, I always factor in what the players are doing. Especially in a sandbox, that is important. If the players start a hempseed oil venture, and get into extreme specifics about their shipments, and take all kinds of extra precautions and put resources towards ensuring the safety of their shipments, whatever random roll I make, if I need to make one, to determine how many of their hempseed oils reach their destinations, ought to factor that in as something like a bonus at the very least. The reason I use methods like this for offscreen stuff, is if the players do something like send an assassin after a major enemy, I would find the outcome difficult to determine fairly through fiat (unless I was given a ton of specifics by them and had a lot of specifics to work with). Ideally I could run the encounter and roll everything. but that would slow the game down a lot for something off screen. So I would simplify and probably have it be a dice pool rolled against the enemy's dice pool (or devise some method I think fairly captures the probabilities). Then roll the outcome. I think deciding to assassinate an opponent is fair in a game like this, so I'd want to have a fair method for reaching a conclusion about it. And this is actually a point in the game, where even if I don't show them the roll result (because it is happening away from their characters and they wouldn't know the outcome when it happens), I would probably explain my method to them for clarity [/QUOTE]
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