Maxperson
Morkus from Orkus
With an arrow?As I say to bards, "How can I miss you if you won't go away?"
With an arrow?As I say to bards, "How can I miss you if you won't go away?"
Which is why I say that they are similar, but still distinctly different. Only the player can hope the mechanic and roll work out to change the fiction, rather than fail and potentially turn out badly instead.I don’t think this is accurate. In both cases, player and character, they hoped to discover that the runes were a clue to find a way out. The player and character are aligned in that sense.
Doesn't Call of Cthulhu always end badly as your sanity winds down? And if I recall correctly Paranoia is also one that doesn't tend to be very open-ended.To some extent, aren't all tabletop rpgs open-ended?
In my game I like to keep questions to a minimum. I don't want to hear, "Is there a cleric in town?" Instead I want to hear something like, "I'm going to ask around town for a cleric." I want something that will move the narrative along, not a Q&A session.In my game players ask questions about the world, and I answer them.
Why not? Why can't we in the middle of the game negotiate a change in a rule or rules that we don't like and still be playing Dune?If the entirety of the rules are up for renegotiation at any time for any reason simply because some participant wants to, then no, you are not playing Dune. You are playing a game which is provisionally like Dune until it isn't, and then it is only unlike Dune for as long as you elect for it to be so, until it becomes like it again.
A change is a change is a change. There's nothing sacred about only changing one rule before the game that makes it still be Dune, but agreeing to change that one rule in the exact same way in the middle because we elect for it to be so that makes it not Dune. The game rules are identical. Both are Dune.Actual, formal house rules—in Lanefan's style, where they are hard coded and no one, not even the GM, can simply overrule them without a deliberative process—are not this. That's playing "Dune*", where it is Dune with specific, defined exceptions.
I hope you can see why I would find that turnaround infuriating.
Those are not the same.There isn't a better system.
But the point is that you and others have openly rejected this kind of thinking in other places as utterly unacceptable.
Like this is precisely why the lock picking failure resulting in an encounter with the cook was unacceptable. The abstraction didn't specify super ultra hard. It was dependent on context, on the GM making a reasonable judgment call about the extended situation around the attempt, not the ultra-narrow singular act of inserting lockpicks into the tumbler of a lock.
Horrible awful affront to all that is good then.
Now it's necessary.
I hope you can see why I would find that turnaround infuriating.
I preferred spot and listen being separate skills myself. That was a better system.So there isn't a better system and because I think the current system works fine for me ... anything else is completely unacceptable?
On the contrary: you are ignoring the role of epistemic uncertainty, which makes the metaphysical aspect of the situation secondary.I just do not believe you're thinking this logically then. The player has the ability to dictate reality to solve the character's problems, the character doesn't. The difference obviously is there and it not a small one.
I just treat the two bolded pieces as synonymous; that a player asking "Is there a Cleric in town" means that player's character is going about making that same inquiry in the fiction, and I'll answer according to the situation.In my game I like to keep questions to a minimum. I don't want to hear, "Is there a cleric in town?" Instead I want to hear something like, "I'm going to ask around town for a cleric." I want something that will move the narrative along, not a Q&A session.