Reynard
aka Ian Eller
Maybe someone who is a strong proponent can lay out a detailed example. @payn or @overgeeked or @Charlaquin ?
But it doesn’t indicate that any part of what you described is worth paying attention to.I did tell them about things to interact with. A study with a desk, shelves of books, and a reading chair by a fireplace. Without warning is at the very heart of skill play. You have no idea what any given room beyond the most obvious has in store for it. My example might have worked better if I had several descriptions that narrowed things down as the players explored them. And, yeah, that takes a lot of time, but for skill play thats time well spent. My description was purely based on the thought of old school skill play. Did I miss the assignment?
That is definitely not my expectation. “Searching the fireplace” is not even a complete action declaration, as it lacks a goal. It’s also not what I would call reasonably specific.Skill play is a bit more direct than that. For example, a modern take might say something like "im searching the fireplace." The expectation is that they will get any and all pertinent details.
Yes, and depending on what you are interacting with, how, and for what purpose, you may or may not need to make checks to determine the outcome.For skill play, you will be asked what part of the fire palce are you directly interacting with? You will get piece after piece of info as you investigate. Will you get pieces int he safest/best order? Thats where the skill of skill play comes in.
My mistake then, I must have misremembered the tag on the thread.I thought this was a "general" D&D discussion on skill play? Older editions did better at it becasue they didnt have easy access to magic and nuanced skill systems for interacting with environments in a general sense, instead of a specific one.
But it’s a general principle that can be applied to different degrees. Not every interaction needs to be full-on escape room detail for the general principles of skilled play to be applied. Again, the point is not to trick the players into falling for traps. The point is to encourage the feeling that it is the players’ own skills of observation, deduction, lateral thinking, and decision-making that have the greatest impact in determining their success or failure, not their character’s stats or random chance.I agree with you, many 5E groups probably wont bother with this level of escape room exercise, but it is the point of skill play. The activity is exploration in a way the game has largely abstracted in modern editions.
I most often run 5e. I have run 4e, but that was before I’d been turned onto this style, though I’d be interested in giving it another try with the benefit of what I’ve learned since then. Ran a fair bit of what’s now called Chronicles of Darkness. A smattering of Call of Cthulhu. Read some PbtA games but haven’t had a good opportunity to run them. Same with some of the popular OSR games. But, yeah, 5e is my go-to and what I have the most experience with.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?
It might not be. Whats the point of even being in the room? Thats for the players to decide. Sometimes the best thing to do in skill play is just close the door and walk away.But it doesn’t indicate that any part of what you described is worth paying attention to.
This gets to the heart of the matter. In the modern abstraction you have a search/perception skill. It isnt intended to be specific. Its intended to be abstraction of the character's skill.That is definitely not my expectation. “Searching the fireplace” is not even a complete action declaration, as it lacks a goal. It’s also not what I would call reasonably specific.
Hmm, "encourage the feeling" implies a certain illusion or lead to the experience. Most skill players I know would find that offensive. They want the escape room experience and to solve the problem with their wits, they dont want to feel like they did. If they push instead of pull and it sets off a trap, better luck next time. Price of admission. They also expect that if they find a clever unforeseen answer, it rewards them. If you are not applying this top to bottom, you are not skill playing. You are being treated to an experience, which is a modern expectation.But it’s a general principle that can be applied to different degrees. Not every interaction needs to be full-on escape room detail for the general principles of skilled play to be applied. Again, the point is not to trick the players into falling for traps. The point is to encourage the feeling that it is the players’ own skills of observation, deduction, lateral thinking, and decision-making that have the greatest impact in determining their success or failure, not their character’s stats or random chance.
Well, first you want to establish with the players that they can use player skill and toss the silly rule book on the floor.Let's say there is a room description in a module that says "There is a swinging blade trap in the fireplace mantle. Anyone searching the fireplace must make a save..."
How do you (anyone, not just Scribe) turn that into a "player skill" situation?
This is very true! And I can speak from long, long, long bloody experience here....it often takes the "5E fanbase" a long, long, long time to learn this. that single blade trap will kill a graveyard full of 5E PCs before the players open their eyes and see.I gotta push back on this a bit. Obvious is good when it comes to challenging the players in this sort of context. Unless the players are very experienced with this sort of play (which most of the 5e playerbase is not), they need obvious to have any chance of noticing the trap.
The part of being a good DM is making the telegraphs very obvious, but seemingly something else or otherwise harmless.Also, even with a group of grizzled OSR veterans, telegraphs are always less obvious to the players than you think they’re going to be.
Agreed!And the goal is not to get the players to fall for the trap. The goal is to make them feel rewarded for paying attention to the description of the environment, thinking about it like a real space, and making informed decisions about how to interact with that space. That requires finding the right level of subtlety for your particular group of players, to where when they do notice a trap, they feel like they almost missed it, and when they fall for a trap, they feel like they could have caught it - they should be able to retroactively identify the tell they missed and rationalize why they missed it, or it will just feel like a screw job. And unless you are very familiar with a group of players, you’re far more likely to overestimate the amount of subtlety they need to hit that sweet spot than to underestimate it. A good rule of thumb is, if it seems like just the right balance based on what you know of the players, make it a little more obvious. If it’s a new group of players, start glaringly obvious and work your way up to more subtle over time.
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.