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Combining player-directed search with skill-based searching
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<blockquote data-quote="mips42" data-source="post: 6388152" data-attributes="member: 6746242"><p>I don't know how much this will help but it has been my approach so far. I will describe the scene, telling the players anything is reasonable to know, see, hear, smell or intuit without requiring rolls. Directed attention would be the same for wherever they're looking or whatever they're looking at.</p><p> So, using your examples I would say that if the players say they check under the bed, they find the chalice. If they try to light the fire they find a strange looking piece of wood that looks different than the others. If they want to search the bookcase, they notice that the shelves seem to be shallower than they thought when looking at the case or that one particular book appears to be heavier/lighter than they would have thought.</p><p> Work on better, more thorough descriptions AND in directing them to the significant features of the room.</p><p> If you're of an age, think about the old text adventures like Zork. They had no rolls, it was ALL about description, telling you what you could see and hear and getting the player (you) to ask the right thing.</p><p></p><p> EG: As you pass through the cracked wooden door, the old hinges give a squeal of protest. You enter into a largish space, twenty feet square or more. The cold stone floor is covered with a mouldering woolen rug. The north wall reluctantly bears the weight of an enormous stone fireplace that is long cold, and a large, dusty bookshelf. Against the east wall is a worn looking bed covered in threadbare quilts and natty woolens. There is another, heavy door on the west wall. The ceiling sports a ridiculously large and ornate candle wheel, for which the rope runs across the ceiling and down next to the door that you entered from. As you are looking around the room, you think you see a glint of light from under the bed.</p><p> From there, it's up to the players. If they find stuff, great. If not, move on and possibly move that thing they didn't find somewhere else that they might find it (if you *really* want them to have it).</p><p></p><p>Good luck and play on.</p></blockquote><p></p>
[QUOTE="mips42, post: 6388152, member: 6746242"] I don't know how much this will help but it has been my approach so far. I will describe the scene, telling the players anything is reasonable to know, see, hear, smell or intuit without requiring rolls. Directed attention would be the same for wherever they're looking or whatever they're looking at. So, using your examples I would say that if the players say they check under the bed, they find the chalice. If they try to light the fire they find a strange looking piece of wood that looks different than the others. If they want to search the bookcase, they notice that the shelves seem to be shallower than they thought when looking at the case or that one particular book appears to be heavier/lighter than they would have thought. Work on better, more thorough descriptions AND in directing them to the significant features of the room. If you're of an age, think about the old text adventures like Zork. They had no rolls, it was ALL about description, telling you what you could see and hear and getting the player (you) to ask the right thing. EG: As you pass through the cracked wooden door, the old hinges give a squeal of protest. You enter into a largish space, twenty feet square or more. The cold stone floor is covered with a mouldering woolen rug. The north wall reluctantly bears the weight of an enormous stone fireplace that is long cold, and a large, dusty bookshelf. Against the east wall is a worn looking bed covered in threadbare quilts and natty woolens. There is another, heavy door on the west wall. The ceiling sports a ridiculously large and ornate candle wheel, for which the rope runs across the ceiling and down next to the door that you entered from. As you are looking around the room, you think you see a glint of light from under the bed. From there, it's up to the players. If they find stuff, great. If not, move on and possibly move that thing they didn't find somewhere else that they might find it (if you *really* want them to have it). Good luck and play on. [/QUOTE]
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