Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Is "perception" even a good concept?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="The Crimson Binome" data-source="post: 7162601" data-attributes="member: 6775031"><p>If you walk down a hallway and then die, then it doesn't feel like your choices mattered at all, and then what's the point of even playing a game? A big part of the expectation for how an RPG is played is that your decisions actually matter in determining what happens.</p><p></p><p>"If no mistake have you made, yet losing you are... a different game you should play." RPGs may not have formal win conditions, but dying unceremoniously is widely taken as a loss.</p><p>"Gotcha" is gamer jargon for a specific type of surprise, which is particularly surprising and overwhelmingly bad. To the best of my knowledge, "surprise" is just a normal word with its typical meaning.</p><p></p><p>An anecdote from an early play example describes a player character walking down a hallway, and then opening a door. Upon opening the door, a ghoul reaches out and paralyzes the character, who is then dragged into the room and devoured. That's an example of a gotcha trap, because there's no way that the player could reasonably have seen it coming, and the only way to avoid it would be through an extreme degree of paranoia (e.g. opening all doors from twenty feet away). If the door smelled faintly of death, or if there were claw marks around the door handle, then it would no longer be a gotcha because it wouldn't take an <em>unreasonable</em> degree of paranoia to suspect something dangerous nearby. Likewise, if ghouls had previously been spotted in the vicinity, it wouldn't take an unreasonable degree of paranoia to expect them <em>somewhere</em>. If the ghouls were on the other side of the room, and the character had a chance to react before being instantly paralyzed, it wouldn't be a gotcha.</p><p></p><p>Another example of a gotcha trap is the rot grub, which is a tiny little maggot that hides in dark places and kills anyone who touches it, because again, the only way to avoid it would be through an extreme degree of paranoia (e.g. never touch anything that you can't clearly see and examine for several minutes). A third example is the illusionary false floor, which can't be detected until you're falling through it. Cursed items can also fill this role, if there's no way to discover the curse beforehand and no way to end the curse before it kills you (necklace of strangulation).</p><p></p><p>If the DM includes those sorts of traps in their game, then the only players who survive for very long will be the ones who spend an hour to examine every empty room, and the end result of that is you spend a four hour session in examining four rooms of which one might contain an object of note. By not including those sorts of traps, the players get to move through the environment more quickly, so you can spend more game time on the interesting things and less time just trying to stay alive.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7162601, member: 6775031"] If you walk down a hallway and then die, then it doesn't feel like your choices mattered at all, and then what's the point of even playing a game? A big part of the expectation for how an RPG is played is that your decisions actually matter in determining what happens. "If no mistake have you made, yet losing you are... a different game you should play." RPGs may not have formal win conditions, but dying unceremoniously is widely taken as a loss. "Gotcha" is gamer jargon for a specific type of surprise, which is particularly surprising and overwhelmingly bad. To the best of my knowledge, "surprise" is just a normal word with its typical meaning. An anecdote from an early play example describes a player character walking down a hallway, and then opening a door. Upon opening the door, a ghoul reaches out and paralyzes the character, who is then dragged into the room and devoured. That's an example of a gotcha trap, because there's no way that the player could reasonably have seen it coming, and the only way to avoid it would be through an extreme degree of paranoia (e.g. opening all doors from twenty feet away). If the door smelled faintly of death, or if there were claw marks around the door handle, then it would no longer be a gotcha because it wouldn't take an [I]unreasonable[/I] degree of paranoia to suspect something dangerous nearby. Likewise, if ghouls had previously been spotted in the vicinity, it wouldn't take an unreasonable degree of paranoia to expect them [I]somewhere[/I]. If the ghouls were on the other side of the room, and the character had a chance to react before being instantly paralyzed, it wouldn't be a gotcha. Another example of a gotcha trap is the rot grub, which is a tiny little maggot that hides in dark places and kills anyone who touches it, because again, the only way to avoid it would be through an extreme degree of paranoia (e.g. never touch anything that you can't clearly see and examine for several minutes). A third example is the illusionary false floor, which can't be detected until you're falling through it. Cursed items can also fill this role, if there's no way to discover the curse beforehand and no way to end the curse before it kills you (necklace of strangulation). If the DM includes those sorts of traps in their game, then the only players who survive for very long will be the ones who spend an hour to examine every empty room, and the end result of that is you spend a four hour session in examining four rooms of which one might contain an object of note. By not including those sorts of traps, the players get to move through the environment more quickly, so you can spend more game time on the interesting things and less time just trying to stay alive. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Is "perception" even a good concept?
Top