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GMing: Transparency and Immersion
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<blockquote data-quote="Reynard" data-source="post: 4627380" data-attributes="member: 467"><p>I think the answer to this particular issue is consistency from the GM. That is, in any given circumstance where the player/PC might ask how difficult something is to accomplish, the GM's answer has the same meaning as the last time such a question was asked. It may be as simple as sitting down with a little chart where DC 10-14=easy, 15-19=moderate, 20-24=difficult, etc... and using that terminology to let the player's know the range of difficulty. i agree that characters and players should have some idea of what they are capable, but there are times when things in real life seem like they should be easy, but end up being difficult.</p><p></p><p>But the issue that inspired me to think about this was something different than a simple assessment of the probability of success. In this instance, the player was trying to determine whether to use a limited resource (in this case a 4E power, but it could as easily be force points or hero points or whatever) to modify the outcome of a roll to make the result more favorable to the PC. i think this is altogether different than deciding whether to scale the wall or go inside and take the stairs (insert whatever risk vs reward circumstances make this an important choice). The question was a wholly metagame one (not kocking it, by the way -- I think metagaming is a natural aspect of RPG play, though how much varies between games and even within games depending on circumstance).</p></blockquote><p></p>
[QUOTE="Reynard, post: 4627380, member: 467"] I think the answer to this particular issue is consistency from the GM. That is, in any given circumstance where the player/PC might ask how difficult something is to accomplish, the GM's answer has the same meaning as the last time such a question was asked. It may be as simple as sitting down with a little chart where DC 10-14=easy, 15-19=moderate, 20-24=difficult, etc... and using that terminology to let the player's know the range of difficulty. i agree that characters and players should have some idea of what they are capable, but there are times when things in real life seem like they should be easy, but end up being difficult. But the issue that inspired me to think about this was something different than a simple assessment of the probability of success. In this instance, the player was trying to determine whether to use a limited resource (in this case a 4E power, but it could as easily be force points or hero points or whatever) to modify the outcome of a roll to make the result more favorable to the PC. i think this is altogether different than deciding whether to scale the wall or go inside and take the stairs (insert whatever risk vs reward circumstances make this an important choice). The question was a wholly metagame one (not kocking it, by the way -- I think metagaming is a natural aspect of RPG play, though how much varies between games and even within games depending on circumstance). [/QUOTE]
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