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General Tabletop Discussion
*Dungeons & Dragons
GMing and "Player Skill"
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<blockquote data-quote="Composer99" data-source="post: 9752089" data-attributes="member: 7030042"><p>What some OSR circles have (unfortunately IMO) taken to mean by skilled play is rather like a narrated-exploratory play loop, appealing primarily to playgroups who value aesthetics of challenge and exploration in their RPG gameplay:</p><ol> <li data-xf-list-type="ol">The DM/GM describes what the player characters perceive in the environment around them, including as a result of player follow-up questions.</li> <li data-xf-list-type="ol">The players describe their activities, attempting to logically infer from the details they have gathered what hazards might be present in the area that aren't immediately apparent, and attempting to use their own problem-solving skills to overcome known dangers or seize opportunities - ideally with as little recourse to the dice as possible, since many game mechanics in classic D&D often don't favour PC success. If, for instance, if you have a 1-in-6 chance of noticing a secret door because you're an elf, that's better than nothing but still very unreliable.</li> <li data-xf-list-type="ol">The DM/GM adjudicates the outcome, then returns to step 1 as the environment changes or the player characters move to a new environment.</li> </ol><p>The skilled play, then, is the attention to detail, possibly including good records-keeping, lateral problem-solving, risk management, and creative applications of the environment and gear in particular (with judicious use of spells here and there), that the players resort to in order for their characters to successfully navigate what is usually a dungeon environment.</p><p></p><p>Chances are, if you're seeing someone bringing up "skilled play" in a general D&D thread, unless it's about a very specific topic like character optimisation in 3.X, say, it's probably something like the above.</p></blockquote><p></p>
[QUOTE="Composer99, post: 9752089, member: 7030042"] What some OSR circles have (unfortunately IMO) taken to mean by skilled play is rather like a narrated-exploratory play loop, appealing primarily to playgroups who value aesthetics of challenge and exploration in their RPG gameplay: [LIST=1] [*]The DM/GM describes what the player characters perceive in the environment around them, including as a result of player follow-up questions. [*]The players describe their activities, attempting to logically infer from the details they have gathered what hazards might be present in the area that aren't immediately apparent, and attempting to use their own problem-solving skills to overcome known dangers or seize opportunities - ideally with as little recourse to the dice as possible, since many game mechanics in classic D&D often don't favour PC success. If, for instance, if you have a 1-in-6 chance of noticing a secret door because you're an elf, that's better than nothing but still very unreliable. [*]The DM/GM adjudicates the outcome, then returns to step 1 as the environment changes or the player characters move to a new environment. [/LIST] The skilled play, then, is the attention to detail, possibly including good records-keeping, lateral problem-solving, risk management, and creative applications of the environment and gear in particular (with judicious use of spells here and there), that the players resort to in order for their characters to successfully navigate what is usually a dungeon environment. Chances are, if you're seeing someone bringing up "skilled play" in a general D&D thread, unless it's about a very specific topic like character optimisation in 3.X, say, it's probably something like the above. [/QUOTE]
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