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"My Character Would Know That"
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<blockquote data-quote="Kichwas" data-source="post: 9405705" data-attributes="member: 891"><p>Most tRPGs have something of a knowledge skill system. Use that. This is a dual failing when this problem happens.</p><p></p><p>GMs should call for or make knowledge checks when there is a 'right way' to do a given X. If that fails, a player should remember to say "Can I make a check against 'Knows XYZ' to see if I recall anything on how to handle this situation?</p><p>- then give appropriate clues for the level of success or failure on that.</p><p></p><p>Systems without that level of granularity require ad-hoc rulings to the same basic point.</p><p></p><p>GM should offer up "here you are, trying to figure out XYZ, you can rush through it or take a moment to think it through." If the player opts for 'think it through' the GM gives a clue based on that character's thus far provided background.</p><p></p><p>No "well, I'm deciding now that I was an apprentice in the grand school of XYZ. Have that clear before hand (I'm mostly a develop in play player, but not as a way to get around puzzle solving - but I am for pulling to backstory to see what kind of clue to give).</p><p></p><p>And again a player can also start this up BEFORE making the check or declaring the action they will take. "Hey, I was raised in ABC where there was an XYZ academy. My character didn't go there, but is there a chance I picked up something that might help us here?" GM responds, then player decides what to do.</p></blockquote><p></p>
[QUOTE="Kichwas, post: 9405705, member: 891"] Most tRPGs have something of a knowledge skill system. Use that. This is a dual failing when this problem happens. GMs should call for or make knowledge checks when there is a 'right way' to do a given X. If that fails, a player should remember to say "Can I make a check against 'Knows XYZ' to see if I recall anything on how to handle this situation? - then give appropriate clues for the level of success or failure on that. Systems without that level of granularity require ad-hoc rulings to the same basic point. GM should offer up "here you are, trying to figure out XYZ, you can rush through it or take a moment to think it through." If the player opts for 'think it through' the GM gives a clue based on that character's thus far provided background. No "well, I'm deciding now that I was an apprentice in the grand school of XYZ. Have that clear before hand (I'm mostly a develop in play player, but not as a way to get around puzzle solving - but I am for pulling to backstory to see what kind of clue to give). And again a player can also start this up BEFORE making the check or declaring the action they will take. "Hey, I was raised in ABC where there was an XYZ academy. My character didn't go there, but is there a chance I picked up something that might help us here?" GM responds, then player decides what to do. [/QUOTE]
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