Storminator
First Post
There's a point at which this becomes, to badly quote Weird Pete - "Since you didn't specifically say you were looking for chinks in the stone, you miss the gas trap - lose 8 points of CON."
I think you need to have the DM teach, by example, what level of specificity he's looking for in his game - do I search "the corridor", "the floor", "the first of the twenty stone tiles", etc. Then the player will be more descriptive in the future.
I think this is true when the DM and player have the same general idea of how the game functions, but need to work on the technique.
You've got a good point about encourage players to embrace the game fiction descriptively instead of through game mechanics - but I don't think "I roll Trapfinding" is anything more than a player trying to overcome a DM-placed obstacle. It's not an attempt to override the DM's description of the scene, just a reluctance to embrace the narrative of the game instead of the mechanics.
pemerton seems to be discussing a different level of detachment than you. If I'm not mistaken about his theory it's more like:
Sometimes players just aren't interested - at all - in the scene. It's not that they don't know where a trap might be hiding, but rather that they just want to roll for initiative already. Giving you NOTHING to work with might just be the dis-empowered player version of rejection. They can't actually say "there are no traps so we cross the hall and open the door already" but they can say "trapfinding 16 - next!"
If this happens, digging into the methods of how to get a player engaged are not just futile, but counterproductive. It increases the importance of the moment the player was just trying to blow past.
Interesting ideas pemerton.
PS