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Modeling Uncertainty
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<blockquote data-quote="Guest 6801328" data-source="post: 7000705"><p>The benefit is that before your chance was 50/50 and now your chance is 3/4 or 5/6 or 7/8 or whatever the new odds are. You succeeded at improving your odds of guessing right. Where is written that you get everything you want if you succeed at a task?</p><p></p><p>I'm not saying it's wrong to play the usual way, just that I don't think the difference is really that black & white.</p><p></p><p></p><p></p><p></p><p>I guess it depends on how you define "earn". Does saying, "I look to see if he looks nervous" count as 'earning' the information about the guard lying?</p><p></p><p>(And, for the record, no: I don't think the shortest route usually is the most difficult.)</p><p></p><p></p><p></p><p></p><p>But it does, as I explain above, remove uncertainty. It just doesn't remove all of it.</p><p></p><p>I for one don't find it very rewarding to attempt to "know" something, using language I know my DM approves of, roll one die, and have the DM grant me the information. I don't feel like I did anything very clever, or played particularly well. It's kinda formulaic.</p><p></p><p>And my objection to the TV reality is less about the reality and more about the absence of interesting suspense. Uncertainty is what makes games fun. You go into battle figuring that you've got pretty good odds of beating the BBEG, but you don't know for certain that you will. In the battle you spend a resource, or use a turn healing a companion, or make some other choice not because you <em>know</em> it will turn the battle in your favor, but because you know it will improve your <em>odds</em> of winning the battle.</p><p></p><p>And maybe that's one of the reasons that practically everybody likes combat more than any other part of the game.</p><p></p><p>I want exploration and interaction to have the same kind of tension as combat does.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7000705"] The benefit is that before your chance was 50/50 and now your chance is 3/4 or 5/6 or 7/8 or whatever the new odds are. You succeeded at improving your odds of guessing right. Where is written that you get everything you want if you succeed at a task? I'm not saying it's wrong to play the usual way, just that I don't think the difference is really that black & white. I guess it depends on how you define "earn". Does saying, "I look to see if he looks nervous" count as 'earning' the information about the guard lying? (And, for the record, no: I don't think the shortest route usually is the most difficult.) But it does, as I explain above, remove uncertainty. It just doesn't remove all of it. I for one don't find it very rewarding to attempt to "know" something, using language I know my DM approves of, roll one die, and have the DM grant me the information. I don't feel like I did anything very clever, or played particularly well. It's kinda formulaic. And my objection to the TV reality is less about the reality and more about the absence of interesting suspense. Uncertainty is what makes games fun. You go into battle figuring that you've got pretty good odds of beating the BBEG, but you don't know for certain that you will. In the battle you spend a resource, or use a turn healing a companion, or make some other choice not because you [I]know[/I] it will turn the battle in your favor, but because you know it will improve your [I]odds[/I] of winning the battle. And maybe that's one of the reasons that practically everybody likes combat more than any other part of the game. I want exploration and interaction to have the same kind of tension as combat does. [/QUOTE]
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