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*Dungeons & Dragons
GMing and "Player Skill"
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<blockquote data-quote="loverdrive" data-source="post: 9745793" data-attributes="member: 7027139"><p>I think it's all too common case of people mostly correctly identifying their feelings, but being atrociously bad at determining their causes.</p><p></p><p>Dungeon crawling allows for skill expression. A better player consistently wins, while worse players consistently lose, but the root of it isn't in some macguyvering shenanigans, or big brain plays.</p><p></p><p>It's in the process itself: dungeon is a casino. Every door is a slot machine, where you might get a jackpot (a treasure room), or a Space Quest-style literal annihilation beam, or anything in-between. A skilled gambler knows when to stop betting, a skilled dungeon crawler knows when to leave the dungeon, while a bad dungeon crawler runs into the danger and always moves towards the heart of the dungeon (and dies like a dog in the process).</p><p></p><p>If you cannot leave the dungeon because you actually need a Very Specific Thing at the end of it — or, outside of the game, because GM worked on it and it'd be rude to walk away without seeing their fun setpieces — this whole thing breaks. You cannot make a dumb choice to leave if you cannot leave, and you cannot make a smart choice to press on if you are forced to press on.</p><p></p><p>Exploration turns add another dimension to consider: time. A skilled dungeon crawler knows what side tunnels to explore, and which aren't worth the risk of wandering monsters. Without it, there's no reason to <em>not</em> search every room top to bottom — which then is annoying for everyone, so GMs stop hiding treasure to deter wasting real-life time on looting — which means being smart about what to search doesn't matter.</p><p></p><p></p><p></p><p>Everything else aside, I don't quite get how the two are in any way opposing ideas. There's a word for knowing what buttons to press and, more importantly, when. That word is "skill". How much depth of expression of this skill D&D allows for is another matter.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 9745793, member: 7027139"] I think it's all too common case of people mostly correctly identifying their feelings, but being atrociously bad at determining their causes. Dungeon crawling allows for skill expression. A better player consistently wins, while worse players consistently lose, but the root of it isn't in some macguyvering shenanigans, or big brain plays. It's in the process itself: dungeon is a casino. Every door is a slot machine, where you might get a jackpot (a treasure room), or a Space Quest-style literal annihilation beam, or anything in-between. A skilled gambler knows when to stop betting, a skilled dungeon crawler knows when to leave the dungeon, while a bad dungeon crawler runs into the danger and always moves towards the heart of the dungeon (and dies like a dog in the process). If you cannot leave the dungeon because you actually need a Very Specific Thing at the end of it — or, outside of the game, because GM worked on it and it'd be rude to walk away without seeing their fun setpieces — this whole thing breaks. You cannot make a dumb choice to leave if you cannot leave, and you cannot make a smart choice to press on if you are forced to press on. Exploration turns add another dimension to consider: time. A skilled dungeon crawler knows what side tunnels to explore, and which aren't worth the risk of wandering monsters. Without it, there's no reason to [I]not[/I] search every room top to bottom — which then is annoying for everyone, so GMs stop hiding treasure to deter wasting real-life time on looting — which means being smart about what to search doesn't matter. Everything else aside, I don't quite get how the two are in any way opposing ideas. There's a word for knowing what buttons to press and, more importantly, when. That word is "skill". How much depth of expression of this skill D&D allows for is another matter. [/QUOTE]
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