Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Detect magic and Gargolye
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="The Crimson Binome" data-source="post: 6626732" data-attributes="member: 6775031"><p>There are two reasons why the PCs should be automatically suspicious:</p><p></p><p>1) They're experienced players, and they're meta-gaming. They expect that the DM will try to catch them off-guard, and that it's their job as players to be as paranoid as possible.</p><p>2) A player is playing a character who is an experienced adventurer, and the character is prone to paranoia as a personality quirk. <em>Constant vigilance! It's not paranoia if they really are out to get you!</em></p><p></p><p>Of these two possibilities, the first one is the player's fault. Players shouldn't act on knowledge that their characters don't have, and the DM should point this out if they forget. The second option can be fun, but there's no reason why it should take up an inordinate amount of time to narrate that the character performs the standard set of trap detection techniques and finds nothing.</p><p></p><p>The only time where it might really be an issue is if the characters have an in-game reason to suspect something, and the outcome of a standard search technique is uncertain because there actually <em>is</em> something hidden without any clues to indicate it. If the characters have encountered gargoyles (or piercers, or mimics, etc) in the past, so they're always on the lookout in the future, <em>and</em> there are more gargoyles/piercers/mimics that they might find again if they remain paranoid about it.</p><p></p><p>The obvious solution, then, is for the DM to not re-use the same gimmick and expect it to work again. Once the players know what to look for, there's no point in that monster ever showing up again, because it <em>isn't</em> going to surprise anyone. And if that monster <em>does</em> have reason to show up again, the DM can cut to the chase and just tell the players about it outright, since it is knowledge that their characters would be able to figure out. <em>"The ceiling of this cavern is beyond the reach of your light; based on past experiences, you know that you're in danger from piercers."</em></p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6626732, member: 6775031"] There are two reasons why the PCs should be automatically suspicious: 1) They're experienced players, and they're meta-gaming. They expect that the DM will try to catch them off-guard, and that it's their job as players to be as paranoid as possible. 2) A player is playing a character who is an experienced adventurer, and the character is prone to paranoia as a personality quirk. [I]Constant vigilance! It's not paranoia if they really are out to get you![/I] Of these two possibilities, the first one is the player's fault. Players shouldn't act on knowledge that their characters don't have, and the DM should point this out if they forget. The second option can be fun, but there's no reason why it should take up an inordinate amount of time to narrate that the character performs the standard set of trap detection techniques and finds nothing. The only time where it might really be an issue is if the characters have an in-game reason to suspect something, and the outcome of a standard search technique is uncertain because there actually [I]is[/I] something hidden without any clues to indicate it. If the characters have encountered gargoyles (or piercers, or mimics, etc) in the past, so they're always on the lookout in the future, [I]and[/I] there are more gargoyles/piercers/mimics that they might find again if they remain paranoid about it. The obvious solution, then, is for the DM to not re-use the same gimmick and expect it to work again. Once the players know what to look for, there's no point in that monster ever showing up again, because it [I]isn't[/I] going to surprise anyone. And if that monster [I]does[/I] have reason to show up again, the DM can cut to the chase and just tell the players about it outright, since it is knowledge that their characters would be able to figure out. [I]"The ceiling of this cavern is beyond the reach of your light; based on past experiences, you know that you're in danger from piercers."[/I] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Detect magic and Gargolye
Top