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Another Deadly Session, and It's Getting Old
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<blockquote data-quote="CapnZapp" data-source="post: 8104797" data-attributes="member: 12731"><p>Absolutely. </p><p></p><p>[USER=42040]@Retreater[/USER] I believe this is a case where if you use the GMing style "if you don't say you check for traps, you don't check for traps". In this case, foreshadowing is useful (if not essential). (Kenada is free to tell me I'm wrong though)</p><p></p><p>If you run games more like me, however, you will simply assume the lead character is actively detecting stuff to the best of his abilities, without anyone having to point that out. This means he gets his "spot traps" check automatically. It also means the players can be confident they're never "cheated out of a check". </p><p></p><p>It cuts down on all the "I poke it with a 10-feet stick" chatter. For some groups that chatter is core to their role-playing experience. For us, it takes away time from combat and socializing.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8104797, member: 12731"] Absolutely. [USER=42040]@Retreater[/USER] I believe this is a case where if you use the GMing style "if you don't say you check for traps, you don't check for traps". In this case, foreshadowing is useful (if not essential). (Kenada is free to tell me I'm wrong though) If you run games more like me, however, you will simply assume the lead character is actively detecting stuff to the best of his abilities, without anyone having to point that out. This means he gets his "spot traps" check automatically. It also means the players can be confident they're never "cheated out of a check". It cuts down on all the "I poke it with a 10-feet stick" chatter. For some groups that chatter is core to their role-playing experience. For us, it takes away time from combat and socializing. [/QUOTE]
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Another Deadly Session, and It's Getting Old
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