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<blockquote data-quote="grendel111111" data-source="post: 6802107" data-attributes="member: 6803870"><p>The thing I have a problem with is the single roll that is tied to the characters stats or skills and decides if the mace is there in the first place.</p><p>Pass is mace is found.</p><p>fail is mace is not found and mace is not there. </p><p>I honestly prefer is the mace there (yes or no). search roll informs how long it takes to determine this. </p><p></p><p></p><p></p><p>Actually I prefer the DM to know "when I am a player". The focus on "telling a story" for me needs to be balanced with playing a game. </p><p>I'm not so interested in telling the story of how how my character solved the mystery of the haunted castle, as I am of solving the mystery as both a player and a character.</p><p>I want there to be mysteries that involve thinking and problem solving to resolve. When the target is continually shifting to always be in your cross hairs, it's just not as challenging.</p><p>It's like you are shooting 5 arrows at the wall and then the DM goes up and draws circles around the arrows and says "Well done you hit every target". </p><p></p><p>I will try and explain this by using an example.</p><p></p><p>Players hunting down his brother who is possessed.</p><p></p><p>Players are looking for item - fail forward discover brother has always been evil and invited possession. (for some reason failing at an unrelated skill has turned the brother bad)</p><p></p><p>My preferred way is that the DM knows that the brother invited the possession, but the players and the characters do not. Over the coarse of the adventure they discover this information slowly, 1 hint at a time, as they come to find more clues. When they track down the brother they may or may not know the truth. They may have not found enough information and think they are trying to "save" the brother, not realising he is beyond saving.</p><p></p><p>Additionally Discovering the truth about the brother is not a fail, finding out the clues and information is a reward for doing well.</p><p></p><p>This preference of mine is just that. If I go to a game club and there is a game, I will play what is on offer. If there are 2 games I will go with the one closer to my preferences. So if one game is high improve/fail forward, and the other is a preset world (not an AP) then I am more likely to go with the preset world.</p></blockquote><p></p>
[QUOTE="grendel111111, post: 6802107, member: 6803870"] The thing I have a problem with is the single roll that is tied to the characters stats or skills and decides if the mace is there in the first place. Pass is mace is found. fail is mace is not found and mace is not there. I honestly prefer is the mace there (yes or no). search roll informs how long it takes to determine this. Actually I prefer the DM to know "when I am a player". The focus on "telling a story" for me needs to be balanced with playing a game. I'm not so interested in telling the story of how how my character solved the mystery of the haunted castle, as I am of solving the mystery as both a player and a character. I want there to be mysteries that involve thinking and problem solving to resolve. When the target is continually shifting to always be in your cross hairs, it's just not as challenging. It's like you are shooting 5 arrows at the wall and then the DM goes up and draws circles around the arrows and says "Well done you hit every target". I will try and explain this by using an example. Players hunting down his brother who is possessed. Players are looking for item - fail forward discover brother has always been evil and invited possession. (for some reason failing at an unrelated skill has turned the brother bad) My preferred way is that the DM knows that the brother invited the possession, but the players and the characters do not. Over the coarse of the adventure they discover this information slowly, 1 hint at a time, as they come to find more clues. When they track down the brother they may or may not know the truth. They may have not found enough information and think they are trying to "save" the brother, not realising he is beyond saving. Additionally Discovering the truth about the brother is not a fail, finding out the clues and information is a reward for doing well. This preference of mine is just that. If I go to a game club and there is a game, I will play what is on offer. If there are 2 games I will go with the one closer to my preferences. So if one game is high improve/fail forward, and the other is a preset world (not an AP) then I am more likely to go with the preset world. [/QUOTE]
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