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General Tabletop Discussion
*Dungeons & Dragons
GMing and "Player Skill"
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<blockquote data-quote="payn" data-source="post: 9747238" data-attributes="member: 90374"><p>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 <em>old school skill play</em>. Did I miss the assignment?</p><p></p><p>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. 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. </p><p></p><p>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. 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.</p></blockquote><p></p>
[QUOTE="payn, post: 9747238, member: 90374"] 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 [I]old school skill play[/I]. Did I miss the assignment? 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. 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. 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. 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. [/QUOTE]
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