Lanefan
Victoria Rules
They have to tell me they're hunting and pecking, and sometimes give some specifics as to how they're going about it, an then the dice tell us how they do.The player who's not actually in the dungeon that has to rely on the referee for their senses. Should they have to hunt and peck every possible location for a trap or secret door, just roll for it, or a mix of both?
A socially-awkward player who wants to play a social character is IMO intentionally digging their own hole and has to live with the result. I might not ask that every word be acted out but I do expect some in-character dialogue; just saying "I try to convince the guard to let us pass" (or worse, "Jocinda tries to convince the guard to let us pass") isn't enough.The socially awkward player who wants to play a social character. Should they have to RP in first-person dialog to convince someone of something, just roll for it, or a mix of both?
I'm often impressed at just how good my players' tactical knowledge and ideas really are. No worries on that aspect.The players are not tactical geniuses. The player doesn't know the best spot to stand in a battle, but you bet their veteran fighter PC would. So why not roll for things like knowing the best position to take or hold on the battle map?
Here I put it down to the effects of working under high and perhaps life-threatening stress and-or time pressure. Sub-optimal decisions can easily result from such conditions, even from the smartest of people.The players are not magical prodigies. The player doesn't know the best spell to use during a combat, but you bet their INT 20 wizard PC would. So why not roll for things like knowing which spell would have the best effect?
Well, ideally they're making decisions as if they are their characters. I go to some lengths to try to ensure character knowledge and player knowledge are the same (or as close as can be practically achieved), and after that IMO the true skill of a good player is the ability to separate self from character and think as the character would think, without metagaming.But, again, the players are not their characters. The decisions the players make are not the decisions the PCs would make...because the players are not their characters.
The dice come in when something's uncertain (e.g. will this action succeed, does the character remember some snippet of info right now, etc.) or needs to be abstracted (combat, usually).