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"OK, I try Skill A. Now Skill B. Well, in that case, how about Skill C?"
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<blockquote data-quote="Greenstone.Walker" data-source="post: 9125667" data-attributes="member: 6788312"><p>One way of dealing with this is to enforce costs (including time) and consequences.</p><p></p><p>If a particular action takes 10 minutes to do and costs a resource then the players can have their characters attempt the skill as many times as they like, <em>provided they spend the time and the resource</em>.</p><p></p><p>GM: The wizard is going to study the runes and compare them to the notes from the library, right? That will take 20 minutes. What are the rest of you doing?</p><p>Wizard's player: I roll 18!</p><p>GM: Hold your horses, your twenty minutes isn't up yet, if a rol is need then I'll ask for it then. So, the rest of you? You have twenty minutes. Note that there will be a roll for wandering monsters at the 10 minute mark.</p><p></p><p>Also, sometimes repeated attempt just can't be made.</p><p></p><p>GM: The guard doesn't want to let you in.</p><p>Player: I try to convince him I'm a friend of the duke.</p><p>GM: <em>after resolving</em> He doesn't believe you.</p><p>Another player: I bribe him.</p><p>GM: He's not interested, you've already convinced him you are dodgy. He tells you if you don't go away he will arrest you.</p><p>Another player: I show him forged papers.</p><p>GM: That's done it. He yells for help and draws his sword. Initiative please.</p><p></p><p>Always remember the core game play loop.</p><p></p><p>1. Players state their goal, their methods for achieving them, and any resources used.</p><p><em>Player: Bêlit open the door by picking it using her lockpicks.</em></p><p></p><p>2. The GM resolves the actions. This may or may not involve dice or cards or other random number generators.</p><p></p><p>3. GM narrates the outcome and the consequences.</p><p><em>GM:"It takes half a minute for Bêlit to get the door open, but she does open it. However while she was opening it a guard rounds the corner. He sees you and yells out!"</em></p><p></p><p>And repeat.</p><p><em>GM: What do you do?</em></p></blockquote><p></p>
[QUOTE="Greenstone.Walker, post: 9125667, member: 6788312"] One way of dealing with this is to enforce costs (including time) and consequences. If a particular action takes 10 minutes to do and costs a resource then the players can have their characters attempt the skill as many times as they like, [I]provided they spend the time and the resource[/I]. GM: The wizard is going to study the runes and compare them to the notes from the library, right? That will take 20 minutes. What are the rest of you doing? Wizard's player: I roll 18! GM: Hold your horses, your twenty minutes isn't up yet, if a rol is need then I'll ask for it then. So, the rest of you? You have twenty minutes. Note that there will be a roll for wandering monsters at the 10 minute mark. Also, sometimes repeated attempt just can't be made. GM: The guard doesn't want to let you in. Player: I try to convince him I'm a friend of the duke. GM: [I]after resolving[/I] He doesn't believe you. Another player: I bribe him. GM: He's not interested, you've already convinced him you are dodgy. He tells you if you don't go away he will arrest you. Another player: I show him forged papers. GM: That's done it. He yells for help and draws his sword. Initiative please. Always remember the core game play loop. 1. Players state their goal, their methods for achieving them, and any resources used. [I]Player: Bêlit open the door by picking it using her lockpicks.[/I] 2. The GM resolves the actions. This may or may not involve dice or cards or other random number generators. 3. GM narrates the outcome and the consequences. [I]GM:"It takes half a minute for Bêlit to get the door open, but she does open it. However while she was opening it a guard rounds the corner. He sees you and yells out!"[/I] And repeat. [I]GM: What do you do?[/I] [/QUOTE]
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"OK, I try Skill A. Now Skill B. Well, in that case, how about Skill C?"
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