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Advice for running Tomb of Horrors with a twist (+)
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<blockquote data-quote="Charlaquin" data-source="post: 8828867" data-attributes="member: 6779196"><p>TPK won’t be an issue, due to the unlimited resurrections. Did you read the premise in the opening post? And for the same reason, I’m not really concerned with the risk of the players fleeing the dungeon out of fear for their characters’ lives. If the players call it quits, it’s likely to be because they’re stumped or not enjoying the game. I think the most likely reason for ending before completing the dungeon will simply be running out of time (in real life).</p><p></p><p>That’s an interesting idea, but I don’t think I’m going to go that route with it.</p><p></p><p>“A test of character skill alone” is as far from the way I run the game as it’s possible to get. The way I resolve actions is this: First off, I ask that players describe their actions in terms of a goal and a reasonably specific approach to achieving it. Then I consider if the approach could reasonably succeed in achieving the goal or not, and if there is any cost to the attempt or consequence for failure. Only if all three conditions are true do I call for a roll, otherwise it’s just narrative resolution. The risk I’m predicting is not that players will be able to just sit there rolling over and over until they get lucky, but that in the absence of time pressure, a <em>lot</em> of actions will result in success without a roll due to no cost or consequence for failure.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8828867, member: 6779196"] TPK won’t be an issue, due to the unlimited resurrections. Did you read the premise in the opening post? And for the same reason, I’m not really concerned with the risk of the players fleeing the dungeon out of fear for their characters’ lives. If the players call it quits, it’s likely to be because they’re stumped or not enjoying the game. I think the most likely reason for ending before completing the dungeon will simply be running out of time (in real life). That’s an interesting idea, but I don’t think I’m going to go that route with it. “A test of character skill alone” is as far from the way I run the game as it’s possible to get. The way I resolve actions is this: First off, I ask that players describe their actions in terms of a goal and a reasonably specific approach to achieving it. Then I consider if the approach could reasonably succeed in achieving the goal or not, and if there is any cost to the attempt or consequence for failure. Only if all three conditions are true do I call for a roll, otherwise it’s just narrative resolution. The risk I’m predicting is not that players will be able to just sit there rolling over and over until they get lucky, but that in the absence of time pressure, a [I]lot[/I] of actions will result in success without a roll due to no cost or consequence for failure. [/QUOTE]
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