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Players: Why Do You Want to Roll a d20?
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<blockquote data-quote="Ovinomancer" data-source="post: 7795520" data-attributes="member: 16814"><p>I'm not [USER=6801286]@Imaculata[/USER], but, for how I do it, you've got a common but incorrect assumption. Again, the goal of goal and approach play isn't to get you to tell me, the DM, the magic solution I've cooked up for this puzzle, but instead to look at your character and tell me how you're character would do this thing. If you're a rogue, and you suspect a trap, are you looking for it from what you think is a safe distance? Are you approaching and touching things, feeling carefully for a trigger? Are you using your thieve's tools? This is the level of specificity needed. </p><p></p><p>Now, in addition to this, the way the game is presented is also different. There are no bare stretches of hallway that you have to guess contain traps. Instead, the game is telegraphed. If there's a trap, there's something there that indicates that this is a dangerous area -- something that you can then directly follow up on because there's a hook to engage. It's not a blind, one-way street from the player to the DM, the DM must adequately describe the scene such that you, as the player, can make reasonable choices about how to proceed. The only time I ever "gotcha" traps is if players are knowingly engaged in extremely risky behavior. Otherwise, there's always something in the scene description that clues into a trap -- deep gouges in the floor from an overhead blade trap, or an odd glistening from the poisoned doorknob, etc., etc. Usually, I flat out point out the traps in an area, because I rarely ever use traps as an independent obstacle and prefer to use them as part of a whole setup, so knowing a trap is over there still adds to the situation. So, in this case, it's pretty easy to tell me what your character is doing in regards to a trap or other situation. I don't require specificity, or amazing plans (these rarely work), just an idea of what your character is doing and what they hope to accomplish by it.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7795520, member: 16814"] I'm not [USER=6801286]@Imaculata[/USER], but, for how I do it, you've got a common but incorrect assumption. Again, the goal of goal and approach play isn't to get you to tell me, the DM, the magic solution I've cooked up for this puzzle, but instead to look at your character and tell me how you're character would do this thing. If you're a rogue, and you suspect a trap, are you looking for it from what you think is a safe distance? Are you approaching and touching things, feeling carefully for a trigger? Are you using your thieve's tools? This is the level of specificity needed. Now, in addition to this, the way the game is presented is also different. There are no bare stretches of hallway that you have to guess contain traps. Instead, the game is telegraphed. If there's a trap, there's something there that indicates that this is a dangerous area -- something that you can then directly follow up on because there's a hook to engage. It's not a blind, one-way street from the player to the DM, the DM must adequately describe the scene such that you, as the player, can make reasonable choices about how to proceed. The only time I ever "gotcha" traps is if players are knowingly engaged in extremely risky behavior. Otherwise, there's always something in the scene description that clues into a trap -- deep gouges in the floor from an overhead blade trap, or an odd glistening from the poisoned doorknob, etc., etc. Usually, I flat out point out the traps in an area, because I rarely ever use traps as an independent obstacle and prefer to use them as part of a whole setup, so knowing a trap is over there still adds to the situation. So, in this case, it's pretty easy to tell me what your character is doing in regards to a trap or other situation. I don't require specificity, or amazing plans (these rarely work), just an idea of what your character is doing and what they hope to accomplish by it. [/QUOTE]
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