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<blockquote data-quote="Charlaquin" data-source="post: 7291308" data-attributes="member: 6779196"><p>Of course it’s a feeling. And how a game feels is important. Personally, the feeling I want to cultivate in my games is one of narrative-first. Where describing what your character does narratively is the player’s primary means of interfacing with the world. I want the mechanics to fade into the background as much as possible. If that’s not an important part of the way you want your games to feel, that’s cool. More power to you and your players.</p><p></p><p></p><p>Ugh, I hate GSN theory. I don’t really care if it’s “gamey” or not, what I care about is how my game expects players to approach it. When you want to achive a goal, like grabbing someone’s coin purse, are you thinking in terms of how Locke the halfling rogue is going to walk up silently behind the man at the bar who has clearly had one too many and deftly cut the strings of his belt pouch with his dagger? Or are you thinking about it in terms of rolling a check with the Sleight of Hand Skill, which you have a +12 Bonus to and will succeed on a Hard difficulty check with any roll better than a 2? More importantly (because I can’t police your thoughts, nor would I want to if I could), which way do you say it? Because those two approaches are going to have very different effects on the overall tone of the game for the other players who are hearing you declare your action. </p><p></p><p></p><p>Yep, that’s my experience too. That’s why I often prefer to run for less experienced players, as they tend to have fewer bad habits to unlearn.</p><p></p><p></p><p>In what check they say a task calls for? Uhh, if I say a task needs a Dexterity (Deception) check, then a Dexterity (Deception) check is what it needs in my game. Sure, GMs can make mistakes, but I don’t see how that’s relevant to this particular discussion. </p><p></p><p></p><p>Please don’t be passive aggressive about my word choice. You misinterpreted my meaning and I clarified, let’s not turn this into a big deal.</p><p></p><p></p><p>Ok.</p><p></p><p></p><p>To be clear, I didn’t agree with the way that example from the article in the OP was ruled either. You’re countering an argument I didn’t make.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7291308, member: 6779196"] Of course it’s a feeling. And how a game feels is important. Personally, the feeling I want to cultivate in my games is one of narrative-first. Where describing what your character does narratively is the player’s primary means of interfacing with the world. I want the mechanics to fade into the background as much as possible. If that’s not an important part of the way you want your games to feel, that’s cool. More power to you and your players. Ugh, I hate GSN theory. I don’t really care if it’s “gamey” or not, what I care about is how my game expects players to approach it. When you want to achive a goal, like grabbing someone’s coin purse, are you thinking in terms of how Locke the halfling rogue is going to walk up silently behind the man at the bar who has clearly had one too many and deftly cut the strings of his belt pouch with his dagger? Or are you thinking about it in terms of rolling a check with the Sleight of Hand Skill, which you have a +12 Bonus to and will succeed on a Hard difficulty check with any roll better than a 2? More importantly (because I can’t police your thoughts, nor would I want to if I could), which way do you say it? Because those two approaches are going to have very different effects on the overall tone of the game for the other players who are hearing you declare your action. Yep, that’s my experience too. That’s why I often prefer to run for less experienced players, as they tend to have fewer bad habits to unlearn. In what check they say a task calls for? Uhh, if I say a task needs a Dexterity (Deception) check, then a Dexterity (Deception) check is what it needs in my game. Sure, GMs can make mistakes, but I don’t see how that’s relevant to this particular discussion. Please don’t be passive aggressive about my word choice. You misinterpreted my meaning and I clarified, let’s not turn this into a big deal. Ok. To be clear, I didn’t agree with the way that example from the article in the OP was ruled either. You’re countering an argument I didn’t make. [/QUOTE]
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