Are you an expert on satellite imaging? Or do you rely on authorities to assure you that Google street view is an accurate representation?Or look at Google street-view. That Australians drive on the left is an independently veifiable fact.
Are you an expert on satellite imaging? Or do you rely on authorities to assure you that Google street view is an accurate representation?Or look at Google street-view. That Australians drive on the left is an independently veifiable fact.
Ofc, you may have spotted a light beforehand coming from the kitchen or heard a sound, perhaps it is not the cook but a stable boy in the darkness looking to steal a morsel of cheese, a guard dog sleeping in the pantry, cat that gets surprised and knocks a glass in her attempt to escape etc.It's not just that the stakes have been set, but more so that the lockpicking attempt has nothing to do with the cook. Being discretely different events means that there should be different rolls to determine each.
Another thing is the level of realism, which may or may not be an issue to any particular traditional DM. For me it is. In order for the cook to be there in the dead of night, the cook would have to have woken up in the middle of the night for some reason, decided to get up rather than try to go back to sleep, then have that wake-up happen to be on the night that the PC is trying to pick the lock, and lastly have the timing be during the brief period where the PC is picking the lock.
There's probably not even a 1% chance of that happening, let alone as high as your chart above indicates, which is well higher than that. Even a 1 in 20 chance of that happening when you pick the lock is too high. Depending on how many people live in the house, there might be a 1 in 20 chance of someone being awake in the middle of the night, but in a house that can afford a chef, there would likely be multiple floors or a very large spread out single floor and the location of that individual could be quite distant from the door.
I don't know, you tell me?So if the established fiction has it that it's about 2 a.m., the house is dark and quiet, the PCs' prior casing of the place has shown there to be no watchdogs or pets, the weather is benign so no chance of sudden downpours or thunder etc., and the Thief blows his pick-locks roll on trying to get into the kitchen, what next?
It is illustrating fail forward.Consider--the reason people aren't responding to your example despite you quoting it 4 times is because it isn't clear what the example is doing.
The whole point is that there are no toy examples. Fail forward, as a technique, assumes characters with motivations and wants, fictional situations laden with threats and promise, etc.It would help me if you made your point with a simple toy example, like the screaming cook, or like John Harper did in his blog post.
Following from the fiction is a foundational principle for RPGing (outside of the absurdist, I guess). Because Apocalypse World is a complete set of rules, it states it as a principle that the GM is to have regard to in making their moves, whether soft or hard.Hard moves? Setup moves? or both?
What do you mean by previously didn't exist? If you mean that it is established that a room is empty, then it wouldn't follow from the fiction to narrate it as occupied.How closely do they have to align with the fiction? Can they create new NPCs that previously didn't exist?
I am sorry, your math intuition is a bit off. I think the issue become clearer if you turn it arround: Do you care about your chances of succeeding halving? How about your chances of succeeding being reduced by less than 1%? A doubling of 1 in 1000 to 2 in 1000 feels much less significant to most than a doubling from 50% to 100%.
Also I think these math details is insignificant to the larger point you try to make, and I guess this exchange unintentionally proved my point that the D1000 example might be bad due to the possibility that it might distract from this larger point..
Overall I like this post. Let me try to bring up a few of the things people just aren't getting.There are two things here:
(1) If someone has failed, generally the GM is going to make what in AW parlance would be called a hard move. Some implicit or perhaps expressly flagged consequence is brought home. Burning Wheel is probably a bit less clear-cut here than AW, in part because it is based around scenes and stakes for resolution (AW is not in the same way), and in part because it has extremely high rates of failed tests (by D&D standards, and setting aside low level human thieves in classic versions of the game).
The notion being that chamber pots and jugs are typical to sick rooms and thus implicit to them. Similar to the way a cook is implicit to a kitchen but not exactly the same.(2) A general principle in AW is that moves have to follow from the fiction. Burning Wheel doesn't state this (and doesn't use the terminology of moves); it talks about scenes, but again takes as given that the elements in scenes are implicit if not express. (That's part of the explanation of why a player can make a check to see if there is a chamber pot or jug in the sick room, but not a check to see if it contains the Imperial Throne.)
Implicit...Where is your mooted cook coming from? Your mooted kitchen? The lack of expectation of the door being passed through?
So you can tell us we did it wrong the moment what we do deviates from what you do? This isn't just idle speculation, it's happened before, so Nah.Why don't you or someone else run that scenario in the system of your choice and tell us how it goes.
The game incentive for checking if anyone is awake in the house is the same as the game incentive for declaring any other action - which can vary from player to player, moment to moment, and of course system to system.What is the game incentive for the player checking for anyone awake in the house? It seems like the fewer precautionary moves you make the fewer potential obstacles will get put in your path?
It seems to me that character death from a cause like this any more than twice a year might feel rather too much! On that basis I'd agree with @Thomas Shey. One response would be to suppose the group roll far less often for this sort of thing, e.g. if it's once an hour of play the observed incidences per year decline dramatically.
I don't know what you're getting at here.You're the resident expert here on those games and I trust you know exactly how the mechanics work. But you're not the expert on interpreting what those mechanics mean and their implications. I think that subtle nuance doesn't always come across to you.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.