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General Tabletop Discussion
*TTRPGs General
Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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<blockquote data-quote="Lanefan" data-source="post: 7561806" data-attributes="member: 29398"><p>Or C), and far more common IME, because they perceive some in-fiction advantage in it for them.</p><p></p><p>Well, as any action declaration is really only a statement of intent then it naturally follows that anything can be interrupted or throw off-course by external in-fiction events (e.g. you just get started searching for the comb and a guard walks in). Also...</p><p></p><p>In my case, assuming the comb has any relevance beyond just being more treasure, they yes I-as-GM will already know where it is (or who is carrying it). If it's in that chamber then they've a chance of finding it; if it isn't then they won't...but as neither players nor PCs know this...</p><p></p><p>...then yes, they - and I - have to treat each search the same.</p><p></p><p>Well, to start with they don't roll; I do. Again this is to keep player knowledge and character knowledge as level as I can: if they don't find the comb they don't know whether it's because it's not there to be found or if they simply missed it - just like real life.</p><p></p><p>I don't see this as MMI at all. It's just a mirror of how it'd work in reality - you're searching for this comb with no pre-knowledge of where it is, and for each likely location I want to know on some level what's going into the search. This also informs me what the odds are of them finding anything else that might be there.</p><p></p><p>If there's lots of places to search and things start getting repetitive I've no objection to their coming up with a SOP in the name of at-the-table efficiency.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7561806, member: 29398"] Or C), and far more common IME, because they perceive some in-fiction advantage in it for them. Well, as any action declaration is really only a statement of intent then it naturally follows that anything can be interrupted or throw off-course by external in-fiction events (e.g. you just get started searching for the comb and a guard walks in). Also... In my case, assuming the comb has any relevance beyond just being more treasure, they yes I-as-GM will already know where it is (or who is carrying it). If it's in that chamber then they've a chance of finding it; if it isn't then they won't...but as neither players nor PCs know this... ...then yes, they - and I - have to treat each search the same. Well, to start with they don't roll; I do. Again this is to keep player knowledge and character knowledge as level as I can: if they don't find the comb they don't know whether it's because it's not there to be found or if they simply missed it - just like real life. I don't see this as MMI at all. It's just a mirror of how it'd work in reality - you're searching for this comb with no pre-knowledge of where it is, and for each likely location I want to know on some level what's going into the search. This also informs me what the odds are of them finding anything else that might be there. If there's lots of places to search and things start getting repetitive I've no objection to their coming up with a SOP in the name of at-the-table efficiency. [/QUOTE]
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