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"I make a perception check."
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<blockquote data-quote="Charlaquin" data-source="post: 8729634" data-attributes="member: 6779196"><p>Only that the former conveys the information diagetically, which keeps the gameplay rooted in terms of the fiction. I don’t know about you, but I find it easier to imagine the fictional space as if it were a real place and make decisions about what my character would do within it when it’s consistently described in terms of what my character perceives, instead of addressed to me directly in “meta-game” terms.</p><p></p><p>The crossbow trap pieces would indeed just tell the players that there are crossbow traps somewhere in the dungeon. On its own, it doesn’t give the players enough information to make meaningful decisions about how to find and avoid those crossbow traps. Accordingly, it shouldn’t be the only telegraph. It can be one piece of the puzzle though. First introduce the fact that there are crossbow traps in the dungeon. Then, maybe include a sprung crossbow trap, so they can see where it’s set up and how it works. Maybe later have a very obvious and easy to avoid crossbow trap, so they can confirm that there is a consistent pattern to where and how they’re set up. Continue to use these traps in gradually subtler and/or more complex ways, so the players can apply what they learn about these traps in the early, relatively risk-free contexts to help them succeed in more difficult, dangerous contexts.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8729634, member: 6779196"] Only that the former conveys the information diagetically, which keeps the gameplay rooted in terms of the fiction. I don’t know about you, but I find it easier to imagine the fictional space as if it were a real place and make decisions about what my character would do within it when it’s consistently described in terms of what my character perceives, instead of addressed to me directly in “meta-game” terms. The crossbow trap pieces would indeed just tell the players that there are crossbow traps somewhere in the dungeon. On its own, it doesn’t give the players enough information to make meaningful decisions about how to find and avoid those crossbow traps. Accordingly, it shouldn’t be the only telegraph. It can be one piece of the puzzle though. First introduce the fact that there are crossbow traps in the dungeon. Then, maybe include a sprung crossbow trap, so they can see where it’s set up and how it works. Maybe later have a very obvious and easy to avoid crossbow trap, so they can confirm that there is a consistent pattern to where and how they’re set up. Continue to use these traps in gradually subtler and/or more complex ways, so the players can apply what they learn about these traps in the early, relatively risk-free contexts to help them succeed in more difficult, dangerous contexts. [/QUOTE]
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