Doing things that make sense isn't the goal. The goal is to craft an interesting story. It's hard to create an interesting story around a character who always makes the most rational, pragmatic decision possible.Doesn't it make far more sense that the that the character is going to do what it can to achieve its goals and "emerge triumphant" while taking the path of least resistance to do so?
I asked why it feels different to you. That was a genuine question.
Why does helping to make the world make it feel less real or immersive to you?
Doing things that make sense isn't the goal. The goal is to craft an interesting story. It's hard to create an interesting story around a character who always makes the most rational, pragmatic decision possible.
I mean, you tell anecdotes about your characters, or others in your group, making crazy decisions all the time. Why wouldn't you want a system that encourages you to play how you want to play already?
If you succeed at picking a lock, your pick grabs the pins or whatever and moves them correctly. If you fail, its because your pick didn't grab the pins or whatever correctly. Your lock isn't waving around in air because there's very little room in that lock. Your pick hitting things it shouldn't--the other parts of the lock. It's a lot of metal against metal. That's going to make more noise because you're fishing around in a tight space than if you had found the right part and twisted it quickly.I don't assume a failed check makes more noise and see no in-world reason to assume that. It should make less noise if it's the equivalent of a deadbolt because there's less moving parts.
If lockpicking and stealth have nothing to do with each other, then why assume that lockpicking is particularly quiet at all? After all, a quick search online will tell you that picking locks does make noise, even quite a bit of it.You are inventing something not mentioned in the rules (and that I don't think makes sense in the real world either) to make it work.
That's right. This is an alternate possibility if you don't want to use the cook.Which has nothing to do with the cook.
If the PC doesn't open the door, then use a different possibility.Assumes the character opens the door, I don't assume actions for the players
That's fine. That's what fail forward does. It moves the game forward. The PC failed, or partially succeeded, but as a result, there's now going to be a hunt for a burglar when they'd hoped that nobody would have noticed the crime until it was too late.Sure, later on there's evidence of an attempted break-in. It doesn't affect anything in the moment.
Which is something that all GMs do.All you're doing is adding things to the fiction not in the rules
And as I and others have said ten thousand times, the cook is one possibility. From a mediocre blog post. You are not required to use a cook, screaming, or non-screaming, at all.that only apply if the check fails in order to justify your decision as GM to have a screaming cook.
I haven't GMed D&D for a while; I've been running PbtA. Give me a D&D-style skill check and I'll illustrate it for you.If you have a better example please provide one from a recent game. Or a dozen examples, it shouldn't be hard since you do this all the time.
No. You're supposed to play your character not as an idiot, but as someone who acts like a normal person does.When one takes these two passages and combines them:
As a player, part of your job is to advocate for your character. But being their advocate doesn’t mean it’s
your job to keep them safe. It’s not. It’s your job to make their life not boring. It’s about figuring out who
they are, what they want, and what they’ll do to get it – even if that exposes them to danger. Your character
can’t emerge triumphant if you aren’t willing to see them through some naughty word.
You share the same agenda as everyone else: make each main character’s life not boring. As the MC, that often means introducing struggle and adversity into their lives. Just remember that your goal is not to thwart them, or to gain some sort of unspoken power over them. The whole reason you’re introducing struggle and adversity is to see how they change under pressure, to watch their brilliance and flaws bubbling up, and to enjoy their story. You’re not here to coddle these characters or to bully them. You’re here to be their fan.
It reads like the GM's job is to provide struggle and adversity without being unfair, which makes sense; but then also reads as though the players are expected to have their PCs embrace this adversity with open arms rather than try to avoid or minimize it, which tells me I-as-player am expected to play my character as an idiot with limited or no sense of (emotional or physical) self-preservation. I mean sure, it's a game about high school and high-schoolers aren't always known for their stupendous wisdom; but even they learn fast enough that "once bitten, twice shy" is a useful way to proceed.
Doesn't it make far more sense that the that the character is going to do what it can to achieve its goals and "emerge triumphant" while taking the path of least resistance to do so?
If you succeed at picking a lock, your pick grabs the pins or whatever and moves them correctly. If you fail, its because your pick didn't grab the pins or whatever correctly. Your lock isn't waving around in air because there's very little room in that lock. Your pick hitting things it shouldn't--the other parts of the lock. It's a lot of metal against metal. That's going to make more noise because you're fishing around in a tight space than if you had found the right part and twisted it quickly.
Also, medieval locks were more like padlocks or sliding bolts, pull locks, or spring locks. Or were actually bars that had to be lifted. All of these things have a lot of potential for loud clickiness. Deadbolts weren't invented until the late 19th century. Of course, that's the real world, and dwarfs or gnomes or goblins could have invented deadbolts in a fantasy world.
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The History of Locks (Part One): Invention
Proverbially, invention is the daughter of necessity. When the need arises, an invention is sought that will solve a problem and satisfy the need. Twww.ptlockandsafe.co.uk
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History of Locks (Part Two): Medieval Innovations
Locks have a long and fascinating history. A couple of months ago, we blogged about the invention of locks and talked about how the development of swww.ptlockandsafe.co.uk
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You want a silent lock? It would a rope tied around the door handles. Then you just have to maneuver a thin piece of sharp metal between two heavy slabs of wood to cut the rope.
If lockpicking and stealth have nothing to do with each other, then why assume that lockpicking is particularly quiet at all? After all, a quick search online will tell you that picking locks does make noise, even quite a bit of it.
That's right. This is an alternate possibility if you don't want to use the cook.
If the PC doesn't open the door, then use a different possibility.
That's fine. That's what fail forward does. It moves the game forward. The PC failed, or partially succeeded, but as a result, there's now going to be a hunt for a burglar when they'd hoped that nobody would have noticed the crime until it was too late.
(And if the PC didn't express a hope that nobody would notice the crime, then you use a different possibility.)
Which is something that all GMs do.
And as I and others have said ten thousand times, the cook is one possibility. From a mediocre blog post. You are not required to use a cook, screaming, or non-screaming, at all.
I mean, if you can't think of something other than a cook, that's your issue, not mine.
I haven't GMed D&D for a while; I've been running PbtA. Give me a D&D-style skill check and I'll illustrate it for you.
No. You're supposed to play your character not as an idiot, but as someone who acts like a normal person does.
D&D PCs do not act like normal people. They act like people who expect terrible things to happen to them at any moment for no good reason--because that reason is actually "the GM wanted to and the players want to kill things." By any way you look at it, D&D PCs are paranoid, skittish, sociopathic, violent, and frequently act in lolrandom ways. And I'm talking about the PCs who are actually good or neutral aligned, not actively evil. I cannot believe how many stories I've heard about evil PCs whose players seem to think that they're playing FATAL, not D&D.
And people in general tend feel more connected to things that they create or helped create. Ask anyone who created something--anything. Why does it feel different to you when it's in an RPG?
I didn't know that instigators of fail forward literally connected it with making play "not boring". (Which rather begs the question: was their play until then boring!?) I thought that framing came up just in this thread... with an unfortunate and unintentional implication.Because when they came up with the idea they picked a phrase that made sense to them and weren’t worried about pedants discussing it online years later?