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*Dungeons & Dragons
Modeling Uncertainty
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<blockquote data-quote="iserith" data-source="post: 7000205" data-attributes="member: 97077"><p>Since I believe players will tend to want to reduce uncertainty as much as possible - after all, that's a smart way to play, especially when life and death are on the line - then all I can see this doing is prolonging efforts in a given scene. If you're not sure of what you know, then you are acting on potentially bad information and that is in my experience something people don't like to do. It seems to me likely that the players will also pig pile on tasks so that everyone can get a chance to roll which I imagine most find to be a situation that is not ideal.</p><p></p><p>I mean, I see what the goal of the mechanic is and these seem like fine ways to implement it, but what can we predict this will actually do to the play experience?</p></blockquote><p></p>
[QUOTE="iserith, post: 7000205, member: 97077"] Since I believe players will tend to want to reduce uncertainty as much as possible - after all, that's a smart way to play, especially when life and death are on the line - then all I can see this doing is prolonging efforts in a given scene. If you're not sure of what you know, then you are acting on potentially bad information and that is in my experience something people don't like to do. It seems to me likely that the players will also pig pile on tasks so that everyone can get a chance to roll which I imagine most find to be a situation that is not ideal. I mean, I see what the goal of the mechanic is and these seem like fine ways to implement it, but what can we predict this will actually do to the play experience? [/QUOTE]
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