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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 6783794"><p>That seems totally reasonable to me. If that is what you like, then that is what you ought to do. </p><p></p><p></p><p></p><p></p><p></p><p>I don't think we are here to convince each other of anything (I am not trying to persuade you toward my style of play for example). I am just trying to understand what Failing Forward means and give a clear reply based on that to the OP. </p><p></p><p>I will happily answer your questions but I am prepping for a session tonight so I have to be quick and may not put as much thought into them as I'd like; </p><p></p><p></p><p></p><p>I wouldn't use the language "fictional situation" but I don't honestly know what "a lot" means to you in this situation. I ask for Skill rolls when they seem relevant and the outcome seems uncertain. So if the player wants to make a cup of coffee, I'd hold off asking for a roll and just allow it. If he was making a cup of coffee while bandits were attacking his house, then I'd probably ask for a roll. The biggest factors when I decide if a character needs to roll for something is probably the character's skill level, the difficulty of the task (at a certain point of routineness it can be silly to ask for rolls) and the particular conditions in the situation. </p><p></p><p></p><p></p><p>Metagaming I usually handle as a separate issue, but as a matter of preserving their experience of the world, I may in fact roll certain things secretly (for example when they use the Divination, I make that secret (because if if they know whether they succeeded or not, they know the reliability of their divination reading). </p><p></p><p></p><p></p><p>I am sure they do from time to time, but mostly they just say what they are trying to do and I tell them if a skill roll is required. </p><p></p><p></p><p></p><p>I design my own games, so I play those the most (just as a matter of principle I don't want to put out games I am not actually playing). Skill based game with dice pools. When I have time for other games, I am open to most any system. Most recently I played Shadows over Esteren. Before that it was Savage Worlds. I played a bit of GURPS not too long ago and ran a 3E campaign as well. I also mixed it up pretty regularly trying a one shot sunday a month (we played Gumshoe, Dragon Age, etc). I play 2E when I can get enough people to be on board, and had a pretty good 1E campaign (where I was a player) fairly recently. Been interested in getting into a 5E game when I have the opportunity. I would say, when I am not playing my own system, it often comes down to who is GMing, but we'll play whatever the person running it is most excited about (in my experience the GM being interested in the system is a big factor in a game's success at the table).</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 6783794"] That seems totally reasonable to me. If that is what you like, then that is what you ought to do. I don't think we are here to convince each other of anything (I am not trying to persuade you toward my style of play for example). I am just trying to understand what Failing Forward means and give a clear reply based on that to the OP. I will happily answer your questions but I am prepping for a session tonight so I have to be quick and may not put as much thought into them as I'd like; I wouldn't use the language "fictional situation" but I don't honestly know what "a lot" means to you in this situation. I ask for Skill rolls when they seem relevant and the outcome seems uncertain. So if the player wants to make a cup of coffee, I'd hold off asking for a roll and just allow it. If he was making a cup of coffee while bandits were attacking his house, then I'd probably ask for a roll. The biggest factors when I decide if a character needs to roll for something is probably the character's skill level, the difficulty of the task (at a certain point of routineness it can be silly to ask for rolls) and the particular conditions in the situation. Metagaming I usually handle as a separate issue, but as a matter of preserving their experience of the world, I may in fact roll certain things secretly (for example when they use the Divination, I make that secret (because if if they know whether they succeeded or not, they know the reliability of their divination reading). I am sure they do from time to time, but mostly they just say what they are trying to do and I tell them if a skill roll is required. I design my own games, so I play those the most (just as a matter of principle I don't want to put out games I am not actually playing). Skill based game with dice pools. When I have time for other games, I am open to most any system. Most recently I played Shadows over Esteren. Before that it was Savage Worlds. I played a bit of GURPS not too long ago and ran a 3E campaign as well. I also mixed it up pretty regularly trying a one shot sunday a month (we played Gumshoe, Dragon Age, etc). I play 2E when I can get enough people to be on board, and had a pretty good 1E campaign (where I was a player) fairly recently. Been interested in getting into a 5E game when I have the opportunity. I would say, when I am not playing my own system, it often comes down to who is GMing, but we'll play whatever the person running it is most excited about (in my experience the GM being interested in the system is a big factor in a game's success at the table). [/QUOTE]
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