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"I make a perception check."
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<blockquote data-quote="Mannahnin" data-source="post: 8723075" data-attributes="member: 7026594"><p>Ok, so in YOUR version of Celebrim's scenario, none of the four walls had any traps or hazards. It was all just colorful description/red herrings.</p><p></p><p>But do you get my point, finally, about how if any one of those four hazards DID exist, the player's choice about which wall to climb up IS meaningful, and I shouldn't take it away from them? And if I do, I either remove the danger or force them into it, which is exactly the kind of "gotcha" my adjudication style is designed to <em>prevent</em>?</p><p></p><p></p><p></p><p>Pretty much. Because I'm not putting words in their mouth/making choices for them. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /> The way you've described your play means you're giving them free info about there not being a hazard, and choosing <em>for </em>them which wall they go up if they just hold up the die and say "Athletics?"</p><p></p><p> Although I will decline to call your invitation to call your way of running it <em>bad</em>. If that's fun and functional for your table, it's definitionally not bad. I just don't think it's optimal, and would definitely be less fun for me. </p><p></p><p></p><p><em>If </em>I had to ask your players a bunch of questions, it sounds like the only reason would be because your group has practiced a play style where they largely don't have to describe what their characters actually do, and they're used to you filling that in for them with description after they roll.</p><p></p><p></p><p></p><p>Nothing wrong with cut scenes. I sometimes use them too, in the right game. I trust my players too. But if I tell them that the all the fancy walls they just skipped past had no hazards and were just red herrings, don't you think that will impact their decision making if and when they encounter another similar situation?</p><p></p><p></p><p>Wut. On what basis do you think you can judge "no where near as often as my way"? If my players are accustomed to describing what their characters actually do, it would seem less likely that I need to constantly ask them, no?</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 8723075, member: 7026594"] Ok, so in YOUR version of Celebrim's scenario, none of the four walls had any traps or hazards. It was all just colorful description/red herrings. But do you get my point, finally, about how if any one of those four hazards DID exist, the player's choice about which wall to climb up IS meaningful, and I shouldn't take it away from them? And if I do, I either remove the danger or force them into it, which is exactly the kind of "gotcha" my adjudication style is designed to [I]prevent[/I]? Pretty much. Because I'm not putting words in their mouth/making choices for them. 🤷♂️ The way you've described your play means you're giving them free info about there not being a hazard, and choosing [I]for [/I]them which wall they go up if they just hold up the die and say "Athletics?" Although I will decline to call your invitation to call your way of running it [I]bad[/I]. If that's fun and functional for your table, it's definitionally not bad. I just don't think it's optimal, and would definitely be less fun for me. [I]If [/I]I had to ask your players a bunch of questions, it sounds like the only reason would be because your group has practiced a play style where they largely don't have to describe what their characters actually do, and they're used to you filling that in for them with description after they roll. Nothing wrong with cut scenes. I sometimes use them too, in the right game. I trust my players too. But if I tell them that the all the fancy walls they just skipped past had no hazards and were just red herrings, don't you think that will impact their decision making if and when they encounter another similar situation? Wut. On what basis do you think you can judge "no where near as often as my way"? If my players are accustomed to describing what their characters actually do, it would seem less likely that I need to constantly ask them, no? [/QUOTE]
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