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Extreme self-preservation
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<blockquote data-quote="Ovinomancer" data-source="post: 7483412" data-attributes="member: 16814"><p>Okay. What if, instead, you said you weren't sure if the guard would see the rogue stepping out (running 20' is pretty extreme, I'm going to ignore that for now)? Could not a stealth check work to resolve this uncertainty, thereby providing the narration? Example:</p><p></p><p>"The rogue peeks the corner in a way that the guard doesn't see (successful stealth) and times his step and shoot such that the guard is caught unaware."</p><p></p><p>or</p><p></p><p>"The rogue peeks the corner but sticks his head out too far, alerting the guard to his presence (unsuccessful stealth check). The rogue cannot catch the guard unaware for now."</p><p></p><p>By changing the narration to suit the result rather than narrating and then backchecking to see if the intended action suits the already narrated result to determine the check, you can avoid the verisimilitude issues. Almost all verisimilitude issues can be solved by not pre-narrating the results, thereby not ever having a disagreement with the fictional positioning and the action taken. In other words, instead of saying "I don't see how that could happen given these things," say, "okay, that happened, what needed to be true for it to happen?" Stealth is pretty easy in this regard, you just say that a successful check means they opponent didn't see you in time.</p><p></p><p>Back to the 20' hidden run, it's okay to take some things and say, "nope." And if your "nope" is stepping out form around corners, that's great! I'm just trying to provide a way of looking at the game that's helped me achieve a game I like better (and, again, I was very much like yourself on these matters prior) because it meets my goals. I found that trying to fix how things in specific narrations worked to hampered my play and enjoyment and that not doing that made my game both more enjoyable and less likely to have rules arguments when a pivotal action was denied because my assumptions about how the narration worked differed from the player trying the action. Maybe you don't have this issue, in which case awesome, carry on! But, if you do, this might be a useful tool for you.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7483412, member: 16814"] Okay. What if, instead, you said you weren't sure if the guard would see the rogue stepping out (running 20' is pretty extreme, I'm going to ignore that for now)? Could not a stealth check work to resolve this uncertainty, thereby providing the narration? Example: "The rogue peeks the corner in a way that the guard doesn't see (successful stealth) and times his step and shoot such that the guard is caught unaware." or "The rogue peeks the corner but sticks his head out too far, alerting the guard to his presence (unsuccessful stealth check). The rogue cannot catch the guard unaware for now." By changing the narration to suit the result rather than narrating and then backchecking to see if the intended action suits the already narrated result to determine the check, you can avoid the verisimilitude issues. Almost all verisimilitude issues can be solved by not pre-narrating the results, thereby not ever having a disagreement with the fictional positioning and the action taken. In other words, instead of saying "I don't see how that could happen given these things," say, "okay, that happened, what needed to be true for it to happen?" Stealth is pretty easy in this regard, you just say that a successful check means they opponent didn't see you in time. Back to the 20' hidden run, it's okay to take some things and say, "nope." And if your "nope" is stepping out form around corners, that's great! I'm just trying to provide a way of looking at the game that's helped me achieve a game I like better (and, again, I was very much like yourself on these matters prior) because it meets my goals. I found that trying to fix how things in specific narrations worked to hampered my play and enjoyment and that not doing that made my game both more enjoyable and less likely to have rules arguments when a pivotal action was denied because my assumptions about how the narration worked differed from the player trying the action. Maybe you don't have this issue, in which case awesome, carry on! But, if you do, this might be a useful tool for you. [/QUOTE]
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