heirodule
First Post
I was flipping through the SW Saga book at a bookstore, and noticed their persuade skill. All lined out were what it could do: stop a combat, something else...and, get the creature to reveal a secret. That sounded rather formalized.
In Xendrik Expeditions, there is a mechanical idea called the Adventure Secret. Its been uses rarely, and Steven Radney McFarland is the one who put it into the campaign (before he transferred throwing RPGA into brief chaos at gencon 2006) without apparently giving many details on the mechanics of it.
In XE, you have cards to represent you action points available, which can also be used for other minor benefit effects. One of those effects is to learn the "next Adventure Secret"
Its been things like "the answer to the puzzle you need to solve to get through the door". I'm trying to recall another use of them in a scenario. (I actually found the use of this somewhat annoying in play. There was a puzzle I wanted to solve and someone flipped down their Secret card and said "we solve the puzzle". Fortunately the GM also let me work it out.)
I wonder if/how 4e will formalize the inclusion of "secrets" into a scenario. Roleplaying encounters are supposed to be more resolvable by die rolls.
I'd personally prefer to see formal secrets used, not for make-or-break encounters, but more like secret areas in video games. You find the obscure secret out, and it leads you to what amounts to a small side quest that isn't related to the main plot, but offers some kind of geegaw or interesting unique encounter
In Xendrik Expeditions, there is a mechanical idea called the Adventure Secret. Its been uses rarely, and Steven Radney McFarland is the one who put it into the campaign (before he transferred throwing RPGA into brief chaos at gencon 2006) without apparently giving many details on the mechanics of it.
In XE, you have cards to represent you action points available, which can also be used for other minor benefit effects. One of those effects is to learn the "next Adventure Secret"
Its been things like "the answer to the puzzle you need to solve to get through the door". I'm trying to recall another use of them in a scenario. (I actually found the use of this somewhat annoying in play. There was a puzzle I wanted to solve and someone flipped down their Secret card and said "we solve the puzzle". Fortunately the GM also let me work it out.)
I wonder if/how 4e will formalize the inclusion of "secrets" into a scenario. Roleplaying encounters are supposed to be more resolvable by die rolls.
I'd personally prefer to see formal secrets used, not for make-or-break encounters, but more like secret areas in video games. You find the obscure secret out, and it leads you to what amounts to a small side quest that isn't related to the main plot, but offers some kind of geegaw or interesting unique encounter