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General Tabletop Discussion
*TTRPGs General
Challenge the Players, Not the Characters' Stats
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4513054" data-attributes="member: 710"><p>Yes, I think this is one of the real differences. In most games, though, you might not always be able to excercise this kind of control (or have to manage when you do it), which creates a different kind of challenge.</p><p></p><p>I wonder if there is not actually something that makes skills just a "crude" variant of narrative control. As a player, I don't know anything about the history of the Dwarven Kingdom of Bitterstone, so I roll Knowledge (History) to see if my character does. In a way, that is the mechanics given narrative control to the player - he decides that his characters knows something without having to figure it out himself - but the mechanic only allows it with a good dice roll and if he put a high enough score into his history skill.</p><p>Or does the mechanic just fall in line with certain goals of narrative play - like when I want to play a historian, I naturally want a mechanic that "guarantees" me that at some point in the game/story, it will be my character knowing something?</p><p></p><p>I think the big difference is not "Challenge the players, Not the Characters stats", but:</p><p>Challenges that require the players to pretend he was in the situation and think of what he would do, and Challenge the player so that he uses the tools given by the mechanics to succeed. </p><p>But you will always have a mix of both aspects. Combat will always be partially motivated by "what would I logically do in such a situation?" and "what is the best thing to do according to the rules for combat?".</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4513054, member: 710"] Yes, I think this is one of the real differences. In most games, though, you might not always be able to excercise this kind of control (or have to manage when you do it), which creates a different kind of challenge. I wonder if there is not actually something that makes skills just a "crude" variant of narrative control. As a player, I don't know anything about the history of the Dwarven Kingdom of Bitterstone, so I roll Knowledge (History) to see if my character does. In a way, that is the mechanics given narrative control to the player - he decides that his characters knows something without having to figure it out himself - but the mechanic only allows it with a good dice roll and if he put a high enough score into his history skill. Or does the mechanic just fall in line with certain goals of narrative play - like when I want to play a historian, I naturally want a mechanic that "guarantees" me that at some point in the game/story, it will be my character knowing something? I think the big difference is not "Challenge the players, Not the Characters stats", but: Challenges that require the players to pretend he was in the situation and think of what he would do, and Challenge the player so that he uses the tools given by the mechanics to succeed. But you will always have a mix of both aspects. Combat will always be partially motivated by "what would I logically do in such a situation?" and "what is the best thing to do according to the rules for combat?". [/QUOTE]
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