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DM fun vs. Player fun...Should it be a compromise?
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<blockquote data-quote="Kahuna Burger" data-source="post: 3654918" data-attributes="member: 8439"><p>two possibilities, depending on how "into" the details of breaking in they are (do the players really want to make a plan out of the raw data or get the data then skip to the exciting part?)</p><p></p><p>If they aren't into the strategic planning, I would make gather info checks or diplomacy with appropriate role playing (bonuses for a good strategic ideas of who to ask) Then have them make a few knowlege, profession or just int checks as apropriate to the task. Possibly use the alternate complex skill check rules. If they do well, tell them they have found a weakness that they can exploit with appropriate disable device checks and silently taking out a single guard.</p><p></p><p>If they want to figure out the weak spot themselves, but you are worried about the info dump, I'd write down all the relevant info (and some irrelevant info, of course <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ) and split it up into several sections with different info going to different players. (There will probably only be one or two really good gather info types, but let part of the info they get be that the security supervisor belongs to the same tribe as Bob the half orc, so Bob can have fun roleplaying how barbarians do the gather info check...) go through the "pre info dump" RP of the intel gathering phase at one session, then give everyone the written info of what their character found out to take home. Next session, they info dump to each other, and you don't have to say a thing except to clarify anything that "I would have tried to ask a little more detail on this." They get the info more organicly, and you can include more red herrings without making it take forever.</p><p></p><p>Those would be my suggestions at least. The "distributed info dump" method has worked relitively well for me in running one shots, and lets the best courses be organicly concluded by the party rather than me having to say "well, the only problem with that is X" a few of times - the other players say it for me.</p></blockquote><p></p>
[QUOTE="Kahuna Burger, post: 3654918, member: 8439"] two possibilities, depending on how "into" the details of breaking in they are (do the players really want to make a plan out of the raw data or get the data then skip to the exciting part?) If they aren't into the strategic planning, I would make gather info checks or diplomacy with appropriate role playing (bonuses for a good strategic ideas of who to ask) Then have them make a few knowlege, profession or just int checks as apropriate to the task. Possibly use the alternate complex skill check rules. If they do well, tell them they have found a weakness that they can exploit with appropriate disable device checks and silently taking out a single guard. If they want to figure out the weak spot themselves, but you are worried about the info dump, I'd write down all the relevant info (and some irrelevant info, of course ;) ) and split it up into several sections with different info going to different players. (There will probably only be one or two really good gather info types, but let part of the info they get be that the security supervisor belongs to the same tribe as Bob the half orc, so Bob can have fun roleplaying how barbarians do the gather info check...) go through the "pre info dump" RP of the intel gathering phase at one session, then give everyone the written info of what their character found out to take home. Next session, they info dump to each other, and you don't have to say a thing except to clarify anything that "I would have tried to ask a little more detail on this." They get the info more organicly, and you can include more red herrings without making it take forever. Those would be my suggestions at least. The "distributed info dump" method has worked relitively well for me in running one shots, and lets the best courses be organicly concluded by the party rather than me having to say "well, the only problem with that is X" a few of times - the other players say it for me. [/QUOTE]
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