loverdrive
Prophet of the profane (She/Her)
Is CoC even a thing these days? We've got Trail of Cthulhu, why the hell anyone would touch that old mess of a game?
Is CoC even a thing these days? We've got Trail of Cthulhu, why the hell anyone would touch that old mess of a game?
I think it is much simpler. Module writers are under different pressures than GMs.
If you write a module you want to write something that has all usable material. The simplest way to do that is a map and a key where you follow the map from 1 to 2 to 3... to 50, and there's a big boss fight at 49. And, as I've said before, a lot of the audience wants that. Yet there's a certain impetus to some sort of consistent logic within that sequence, so when you write up the guard shack at 10, you clearly have to assume that the procedure is to raise a general alarm when someone unauthorized and hostile, the PCs, shows up.
Its up to the GM what to do about that. They can simply fudge it so the alarm never goes off (or maybe the players are clever enough to spell their way to that result). Alternately some GMs will just blow the whole caper right there. Later they can devise some alternate path, or in some cases a module writer will suggest or even write in one.
Modules are mass market products, they are not designed for you, Mr Sophisticated GM. They are written for Joe Beer & Pretzels DM, who will not grok your techniques and isn't really going to read the DMG anyway, certainly not carefully.
I do think it's somewhat fair to criticize scenario designers for failing to capture the unique value their game brings or actively fighting against it. Here's looking at you (early) PF2 and D&D 4e. I don't think scenario design is indicative of how a game is supposed to function though.
That's a bad way of describing it. Since I recently mentioned how I sometimes use this sort of toil both for & against players Here are some other ways that workWell, no, that creates real problems when the GM says "Yeah, the assassin failed his check to get past your elite gate guards, but they were too cocky to sound the alarm immediately and so he got through anyway." It is pretty likely to get you stink eye real quick. I mean, I don't want to make it sound like I'm just building a wall of objections. Of course it works, some of the time. It is just quite likely that there's a temptation to soft sell PC failures and hard sell NPC ones, and then what you really need is a system that does NOT treat PCs and NPCs the same, which is what I am really saying. In fact, I think I mentioned it before, my own game's current iteration doesn't have GM tossing ANY dice at all. Only PCs have conflicts which need/benefit from stochastic mechanics at all.
I mean, I think that bolded bit is kind of an interesting question. Obviously with third-party products we can rule that out, but with first-party ones? It seems to me that really, scenario design should capture how a game is supposed to function, in an ideal world, particularly with the early scenario/module products that are released as part of the line.
Sure, but what would be even VASTLY better? A system like 4e's Skill Challenge system where the GM CLEARLY is being told "this is not the end of the scenario, come up with some fiction which depicts things getting more dangerous, but not ending the mission." Now, some GMs in an SC might call for another check, or they might accept that 'throw a rock' gets you past the problem, but now the guards are more alert, etc. You could even use your GM resource of a hard check or something like that to indicate how tough it was to get out of this specific jam. Or the player might expend one of THEIR resources. This is all very well facilitated because everyone understands exactly what the process is and how each check, and each result, fits into that process. 5e specifically lacks ALL of this. We talked about this up thread a ways, so you might have missed it.I agree, but I also see it as failure in the presentation of the rulings- everything you said that could mitigate a stealth condition could be considered if the DM were given more explicit agency to adjudicate such things on the fly. The DM is, in the fine print, given that agency but there is an unfortunate truth that many DM's don't read that - or know how to do it - that plus an all too common expectation of a certain codified style of play. Commonsense should prevail over any ruleset - absolutely something should happen if a PC tosses a stone to distract the guard: that's where the DM has real agency to make real world sense of abstract mechanics rather than be hemmed in by a ruleset.
The one strength of RPGs is that every table is different, ones experience of The Game can, and should, vary wildly across different tables and groups.
It is typically right behind D&D and Pathfinder in popularity on Roll20, FG, & Amazon. IIRCIs CoC even a thing these days? We've got Trail of Cthulhu, why the hell anyone would touch that old mess of a game?
Is CoC even a thing these days? We've got Trail of Cthulhu, why the hell anyone would touch that old mess of a game?
Here the PC does what the PC would do, which sometimes includes dealing with minor stuff on its own without waking everyone else.If it happens, I've never seen it. A player on watch that didn't wake the party when they saw something strange would be looking for a new group PDQ in any group I've ever seen. This ranks up there with "don't steal from the party" for stuff that you just don't ever do.