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<blockquote data-quote="CapnZapp" data-source="post: 8238994" data-attributes="member: 12731"><p>The problem is the <em>overwhelming</em> gamist nature of the idea.</p><p></p><p>Nowhere in the rules are you told skills have this power, except buried in the individual haunt descriptions. With zero guidance on how to convey this information to the players.</p><p></p><p>Compare to, for instance, if there was a general skill action called "exorcise", so the players at least knew that's a button they have to press in appropriate circumstances.</p><p></p><p>Still, how do you make the players realize when to press these buttons as opposed to other buttons (like the Strike action)...?</p><p></p><p>You appear to have the perspective of someone already buying Paizo's spiel hook line and sinker without stopping for a second to think about how you're supposed to learn this stuff in the first place. I'm sure the haunt mechanism works great once all the players know of the game information, and just sit around thinking about which skills that might be useful in each case.</p><p></p><p>But that presupposes a LOAD of information the rulebook Just. Does. Not. Tell. You! That's it is a "haunt" in the first place, as opposed to just some mischievous monster (or even just an environmental phenomenon). And how do players know which buttons to press. What happens if they choose wrong? And what does that mean in-game?</p><p></p><p>From a gamist perspective, you just go "I roll Occultism" but that's naughty word roleplaying. You're supposed to describe your <em>character's</em> actions, not to explain which button you as the player are pressing on your game avatar.</p><p></p><p>How do you describe "I roll Occultism" in the game and how would that differ from rolling, say, Religion or Arcana instead?</p><p>How do you know when to use which skill?</p><p>And what is the consequence of choosing the wrong skill? A lost action? Or what?</p><p></p><p>There is a myriad of questions and a whole preamble <strong>the rulebook just leaves out entirely</strong> just assuming everybody is entirely aboard the gamist train.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8238994, member: 12731"] The problem is the [I]overwhelming[/I] gamist nature of the idea. Nowhere in the rules are you told skills have this power, except buried in the individual haunt descriptions. With zero guidance on how to convey this information to the players. Compare to, for instance, if there was a general skill action called "exorcise", so the players at least knew that's a button they have to press in appropriate circumstances. Still, how do you make the players realize when to press these buttons as opposed to other buttons (like the Strike action)...? You appear to have the perspective of someone already buying Paizo's spiel hook line and sinker without stopping for a second to think about how you're supposed to learn this stuff in the first place. I'm sure the haunt mechanism works great once all the players know of the game information, and just sit around thinking about which skills that might be useful in each case. But that presupposes a LOAD of information the rulebook Just. Does. Not. Tell. You! That's it is a "haunt" in the first place, as opposed to just some mischievous monster (or even just an environmental phenomenon). And how do players know which buttons to press. What happens if they choose wrong? And what does that mean in-game? From a gamist perspective, you just go "I roll Occultism" but that's naughty word roleplaying. You're supposed to describe your [I]character's[/I] actions, not to explain which button you as the player are pressing on your game avatar. How do you describe "I roll Occultism" in the game and how would that differ from rolling, say, Religion or Arcana instead? How do you know when to use which skill? And what is the consequence of choosing the wrong skill? A lost action? Or what? There is a myriad of questions and a whole preamble [B]the rulebook just leaves out entirely[/B] just assuming everybody is entirely aboard the gamist train. [/QUOTE]
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