D&D General GMing and "Player Skill"

To clarify, I was more looking for how you, as GM, enhance that sparse description in the module to signal to the players that it is "player skill" time. And then what details do you add for yourself that let's you adjudicate if the players are doing it correctly.
 

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To clarify, I was more looking for how you, as GM, enhance that sparse description in the module to signal to the players that it is "player skill" time. And then what details do you add for yourself that let's you adjudicate if the players are doing it correctly.

Yeah, I think I got it. I'd add the bit about the skeleton, or some kind of telegraph to put a hit in the players mind that something is afoot. Then you have the back and forth on if they ask questions or not. If instead the Thief or Rogue sticks his head up the chimney?

Well, make a save I guess lol
 

Yeah, I think I got it. I'd add the bit about the skeleton, or some kind of telegraph to put a hit in the players mind that something is afoot. Then you have the back and forth on if they ask questions or not. If instead the Thief or Rogue sticks his head up the chimney?

Well, make a save I guess lol
Do you come up with the parameters and solution ahead of time? It seems one must for it to be about "player skill" and not "I like the player's idea" right?
 


Do you come up with the parameters and solution ahead of time? It seems one must for it to be about "player skill" and not "I like the player's idea" right?

The idea there popped the second I read your description. If on a given read through of an adventure something that obvious jumps out, then yeah I'll add it in as part of the prep.

Its a 3 part deal. You have to have players who think about the adventure in that way, the dm has to play into it in good faith, and the adventure has to support it. Its not just 'player skill' I would almost call it 'skilled gameplay' and it comes from all 3 factors.
 

Do you come up with the parameters and solution ahead of time? It seems one must for it to be about "player skill" and not "I like the player's idea" right?
I know this was for Scribe, but its a good point of note for skill play. I think a trap needs an obvious reset or disable point. However, if the PCs find some clever way to bypass that doesnt require using the designed method, you should let them.
 

To clarify, I was more looking for how you, as GM, enhance that sparse description in the module to signal to the players that it is "player skill" time. And then what details do you add for yourself that let's you adjudicate if the players are doing it correctly.
The game world is a bit like a fractal to me. The more detailed a character interaction, the deeper I go. The back and forth, if it goes on long enough to suit my tastes, will forego a dice roll entirely. Descriptions will matter more.

Even so, I may still call for a roll, not to determine success or failure, but to see if things go awry (it takes longer, it’s noisy, you find the trap and also disarm it, you find the trap and inform the others how to avoid it, you find the trap but have to make a hard choice of some kind etc) because I love escalating tension or displays of character competence.
 
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Well, it can at least increase the players’ confidence in knowing what their character is capable of. And, certainly it’s difficult to express agency if you lack any confidence in such knowledge. On the other hand, strictly defined parameters of what your character can do tends to create implications of what they can’t do, which is limiting on agency. So, IMO the best way to insure maximum player agency is to support player confidence in knowledge of their capabilities within a minimally-prescribed system. This is, in my experience, best achieved by giving the player ample information relevant to their decision making process.
Going back a little bit. I am curious what specific game(s) you're talking about here. What game(s) are you running in this style?
 

The game world is a bit like a fractal to me. The more detailed a character interaction, the deeper I go. The back and forth, if it goes on long enough to suit my tastes, will forego a dice roll entirely. Descriptions will matter more.

Even so, I may still call for a roll, not to determine success or failure, but if things to awry (it takes longer, it’s noisy, you find the trap and also disarm it, you find the trap and inform the others how to avoid it, you find the trap but have to make a hard choice of some kind etc) because I love escalating tension or displays of character competence.
I guess I don't really understand the perameters of "skilled play." I don't understand how you can set up a puzzle for the players (in the form of a trap, an encounter, or a literal puzzle) and not have a deep understanding of its workings if what you want is for the players to discover the solution through asking good questions, paying attention to details, and coming up with clever actions.

If "skilled play" is just another way of saying "clever players" that is fine, but I don't think it is a particularly rare or special thing, then.
 

I guess I don't really understand the perameters of "skilled play." I don't understand how you can set up a puzzle for the players (in the form of a trap, an encounter, or a literal puzzle) and not have a deep understanding of its workings if what you want is for the players to discover the solution through asking good questions, paying attention to details, and coming up with clever actions.

If "skilled play" is just another way of saying "clever players" that is fine, but I don't think it is a particularly rare or special thing, then.

I'm not sure that it is rare.

I would say its an expectation of certain games, or adventure design. Its just that to do it right (for my definition) it takes contribution from everyone, not just the players.
 

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