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Community
General Tabletop Discussion
*Dungeons & Dragons
"I make a perception check."
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<blockquote data-quote="Mannahnin" data-source="post: 8724335" data-attributes="member: 7026594"><p>This paragraph comes off as 99% in accord with how I run games.</p><p></p><p>I haven't seen a single person in all 51 pages of this thread say they would "force" a player to "just say something". In practice, it's all about the conversation. The dialogue. If the player doesn't have a clear enough picture of the scene in their head, they can ask questions and I'll clarify the situation in front of their character. I gave an example of searching a room with bold text headers for <strong>DM </strong>& <strong>Players </strong>dialogue showing what this looks like. Then quoted myself after folks ignored it.</p><p></p><p></p><p>Sure. The conversation is necessary. If the description was intended to indicate that the table is a very poor or impossible place to hide, and the player says they're going to try to hide under it, I'll double-check that we're on the same page about what this table looks like and exactly how little concealment it gives the character.</p><p></p><p></p><p>Right. Because when you describe your processes of play, those processes of play require filling in blanks where the players don't provide them. Like what Celebrim was talking about with the Transcript of Play concept. The way you have described running your game indicates that at least some of the time (more than me in my game, say) you are the guy writing the descriptions of what the characters do which would go in that transcript (if it existed), most particularly after your players say "[skill name]" and roll a die.</p><p></p><p>And I'm sure you don't use this control to "gotcha" them, but they're clearly ceding control of some of their character actions to you.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 8724335, member: 7026594"] This paragraph comes off as 99% in accord with how I run games. I haven't seen a single person in all 51 pages of this thread say they would "force" a player to "just say something". In practice, it's all about the conversation. The dialogue. If the player doesn't have a clear enough picture of the scene in their head, they can ask questions and I'll clarify the situation in front of their character. I gave an example of searching a room with bold text headers for [B]DM [/B]& [B]Players [/B]dialogue showing what this looks like. Then quoted myself after folks ignored it. Sure. The conversation is necessary. If the description was intended to indicate that the table is a very poor or impossible place to hide, and the player says they're going to try to hide under it, I'll double-check that we're on the same page about what this table looks like and exactly how little concealment it gives the character. Right. Because when you describe your processes of play, those processes of play require filling in blanks where the players don't provide them. Like what Celebrim was talking about with the Transcript of Play concept. The way you have described running your game indicates that at least some of the time (more than me in my game, say) you are the guy writing the descriptions of what the characters do which would go in that transcript (if it existed), most particularly after your players say "[skill name]" and roll a die. And I'm sure you don't use this control to "gotcha" them, but they're clearly ceding control of some of their character actions to you. [/QUOTE]
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"I make a perception check."
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