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Giving players narrative control: good bad or indifferent?
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<blockquote data-quote="Janx" data-source="post: 5727229" data-attributes="member: 8835"><p>I'm never going to suggest that skill checks can override what the map actually says, assuming the map is accurate (represents the GMs current view of the world, rather than a paper drawn by a drunk and sold to a PC).</p><p></p><p>So if the map says you gotta cross the Pont-Neuf to get to the Louvre, I'm not arguing with that.</p><p></p><p>But if part of the route has me going around a city block or two that in reality represents a cluster of buildings with gaps and alleys that my PC could ACTUALLY go through, that is the fuzziness I speak of that the skill check may represent.</p><p></p><p>I look at Shaman's map, and see all sorts of room for shortcuts. But I also see 3 bridges connecting the north and south parts of the city. Those are static, detailed, defined, immobile features of the map.</p><p></p><p>To Imaro's interest in making complications in the chase that MarkB counters. I think there's another way use the mechanism to still yield complications.</p><p></p><p>Let's say as a GM we did plan a chase scene. Pretty much in the vein of how I described it before. The NPC is wimpy and will run to his escape portal at Point B. The PCs somehow already know about Point B, as the confront him at Point A. So when the PCs get to Point A and confront, off NPC goes and the chase is on.</p><p></p><p>for any character going to Point B, we know one of the following could happen:</p><ol> <li data-xf-list-type="ol">they go the wrong way/get lost</li> <li data-xf-list-type="ol">they go an inefficient way/route congestion</li> <li data-xf-list-type="ol">they go a good way</li> <li data-xf-list-type="ol">they take a shortcut</li> </ol><p></p><p>The NPC could do this, and the PCs could do this. We might base it on a skill check, or let the players point it out on the map. </p><p></p><p>If they point it out on the map, odds are good option 1 will never happen. But then, Option 1 isn't very fun anyway, unless a joke is made of it.</p><p></p><p>The difference between 2 and 3 could simply be failed skill rolls trying to run through traffic.</p><p></p><p>Option 4 being a shortcut, a path less traveled does not mean it is easy. Simply that it shaves off distance. In fact, it probably involves tighter spaces, and obstacles. Because it is utilizing areas that are not regularly used for a reason.</p><p></p><p>If the NPC has such a lead that his success at getting to point B is guaranteed, in which case, time is no longer the essence for the PCs as they will never beat him, thus need never try through application of the rules.</p><p></p><p>Put another way, if you make me roll the dice a whole bunch and regardless of what level I am or how I roll, I can never beat the NPC, you have wasted my time and could have simply narrated it.</p><p></p><p>Therefore, anything the PCs go through, should probably be benchmarked against the NPC's run through the gamut. the gist is, You have a race, you better know how fast the NPC is/when he will get to Point B so as to determine if/when the PCs can beat him there.</p><p></p><p>I'm not sure I care if you roll the NPC's skill checks or just do some basic math and take note that "he runs 10.5 blocks in 5 rounds to Point B".</p><p></p><p>With this in place, you can run my PC across the city to see if I can beat his time or not.</p><p></p><p>In any event, when the PCs take off running, be it the street route or the shortcut, I suspect both will have skill checks, perhaps of differing type, to reflect the difference in the path choice.</p><p></p><p>But taking the shortcut need not be a gimme.</p><p></p><p>Just make sure its not a waste of my time for an outcome I cannot change.</p></blockquote><p></p>
[QUOTE="Janx, post: 5727229, member: 8835"] I'm never going to suggest that skill checks can override what the map actually says, assuming the map is accurate (represents the GMs current view of the world, rather than a paper drawn by a drunk and sold to a PC). So if the map says you gotta cross the Pont-Neuf to get to the Louvre, I'm not arguing with that. But if part of the route has me going around a city block or two that in reality represents a cluster of buildings with gaps and alleys that my PC could ACTUALLY go through, that is the fuzziness I speak of that the skill check may represent. I look at Shaman's map, and see all sorts of room for shortcuts. But I also see 3 bridges connecting the north and south parts of the city. Those are static, detailed, defined, immobile features of the map. To Imaro's interest in making complications in the chase that MarkB counters. I think there's another way use the mechanism to still yield complications. Let's say as a GM we did plan a chase scene. Pretty much in the vein of how I described it before. The NPC is wimpy and will run to his escape portal at Point B. The PCs somehow already know about Point B, as the confront him at Point A. So when the PCs get to Point A and confront, off NPC goes and the chase is on. for any character going to Point B, we know one of the following could happen: [LIST=1] [*]they go the wrong way/get lost [*]they go an inefficient way/route congestion [*]they go a good way [*]they take a shortcut [/LIST] The NPC could do this, and the PCs could do this. We might base it on a skill check, or let the players point it out on the map. If they point it out on the map, odds are good option 1 will never happen. But then, Option 1 isn't very fun anyway, unless a joke is made of it. The difference between 2 and 3 could simply be failed skill rolls trying to run through traffic. Option 4 being a shortcut, a path less traveled does not mean it is easy. Simply that it shaves off distance. In fact, it probably involves tighter spaces, and obstacles. Because it is utilizing areas that are not regularly used for a reason. If the NPC has such a lead that his success at getting to point B is guaranteed, in which case, time is no longer the essence for the PCs as they will never beat him, thus need never try through application of the rules. Put another way, if you make me roll the dice a whole bunch and regardless of what level I am or how I roll, I can never beat the NPC, you have wasted my time and could have simply narrated it. Therefore, anything the PCs go through, should probably be benchmarked against the NPC's run through the gamut. the gist is, You have a race, you better know how fast the NPC is/when he will get to Point B so as to determine if/when the PCs can beat him there. I'm not sure I care if you roll the NPC's skill checks or just do some basic math and take note that "he runs 10.5 blocks in 5 rounds to Point B". With this in place, you can run my PC across the city to see if I can beat his time or not. In any event, when the PCs take off running, be it the street route or the shortcut, I suspect both will have skill checks, perhaps of differing type, to reflect the difference in the path choice. But taking the shortcut need not be a gimme. Just make sure its not a waste of my time for an outcome I cannot change. [/QUOTE]
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