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Are things like Intimidate/Bluff/Diplomacy too easy?
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<blockquote data-quote="Janx" data-source="post: 5608763" data-attributes="member: 8835"><p>this is a good point. The example by itself is an incomplete picture.</p><p></p><p>If this was the ONLY way the party could get in, and the GM decided to block the only dice roll involved (conning the guard), then that is probably crap GMing.</p><p></p><p>But the reality is, attempting to get in right at lock down, rather than any other time, any other social vector was a lousy strategy.</p><p></p><p>My point then, the example COULD be bad GMing by negating a valid roll, or it COULD be just bad tactics. If I didn't know the actual outcome, but the possibility that (after 10PM they go on lockdown, nobody in or out), as a player, I think I'd be trying to get in before lockdown. Which makes it the player's fault for failure in that example.</p><p></p><p>To JC's other quote "This is much too narrative for me to want to play a fantasy setting in it. It's not wrong, at all, but it's not my style, and probably not the preferred play style of other people on these boards (or even in this thread)."</p><p></p><p>I actually see the opposite. the example had too much narrative, in that the GM knew a lot about what was actually happening (the real diplomat, etc). </p><p></p><p>Making it hinge on a die roll means as a GM, I don't KNOW what it will be until the roll happens. If it fails, I have to come up with a reason, like "it turns out the real diplomat got here 25 minutes ago." If it succeeds, he didn't, and these are taken to be the real diplomat. If it barely succeeds (or barely fails), I might add a complication, that in 25 minutes, tthe real diplomat will arrive.</p><p></p><p>I'm just making up an example, but the idea is that the dice trigger the DM to adapt, rather than work from a straight narrative.</p><p></p><p>It's possible, this concept is what Hussar is talking about (now that we're all hopefully done using the N word, the R word, the T word and any other words with letters in them).</p></blockquote><p></p>
[QUOTE="Janx, post: 5608763, member: 8835"] this is a good point. The example by itself is an incomplete picture. If this was the ONLY way the party could get in, and the GM decided to block the only dice roll involved (conning the guard), then that is probably crap GMing. But the reality is, attempting to get in right at lock down, rather than any other time, any other social vector was a lousy strategy. My point then, the example COULD be bad GMing by negating a valid roll, or it COULD be just bad tactics. If I didn't know the actual outcome, but the possibility that (after 10PM they go on lockdown, nobody in or out), as a player, I think I'd be trying to get in before lockdown. Which makes it the player's fault for failure in that example. To JC's other quote "This is much too narrative for me to want to play a fantasy setting in it. It's not wrong, at all, but it's not my style, and probably not the preferred play style of other people on these boards (or even in this thread)." I actually see the opposite. the example had too much narrative, in that the GM knew a lot about what was actually happening (the real diplomat, etc). Making it hinge on a die roll means as a GM, I don't KNOW what it will be until the roll happens. If it fails, I have to come up with a reason, like "it turns out the real diplomat got here 25 minutes ago." If it succeeds, he didn't, and these are taken to be the real diplomat. If it barely succeeds (or barely fails), I might add a complication, that in 25 minutes, tthe real diplomat will arrive. I'm just making up an example, but the idea is that the dice trigger the DM to adapt, rather than work from a straight narrative. It's possible, this concept is what Hussar is talking about (now that we're all hopefully done using the N word, the R word, the T word and any other words with letters in them). [/QUOTE]
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Are things like Intimidate/Bluff/Diplomacy too easy?
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