Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Renamed Thread: "The Illusion of Agency"
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Bill Zebub" data-source="post: 9545229" data-attributes="member: 7031982"><p>Ok, but, is this an argument that because some people are bad at telegraphing, passive rolls are better/preferable? </p><p></p><p>Or does it just mean that a great of handing it is, admittedly, hard? (And, if so, is there a way to get better at it?)</p><p></p><p></p><p></p><p></p><p>All of this can be alleviated by the way these things are designed. The way I like to handle it is that if they get a "whiff" of something that's enough information to ensure success. So, in my secret door example, as long as they realize that footsteps are disappearing means some kind of secret door, which they could learn through asking questions, "Does the tunnel change such that we don't leave footsteps, either? Is there any indication that the footsteps have been erased?" etc., then as soon as they say, "I'm going to look around for secret doors right where the footsteps disappeared" then they are going to find the secret.</p><p></p><p>So the 'challenge' (if you can call it that in this case) is to simply deduce what the clues mean. I'm not then going to gate success around a lot random searches.</p><p></p><p>I'm reminded of quests in games like WoW, where the clue is "talk to the NPCs and see if anybody knows anything" and there are literally 30 different NPCs. At that point I go straight to the internet to find out which NPCs. Talking to all of them is not interesting.</p><p></p><p>EDIT: Also, I agree with you about failure = success with complication. Also called "failing forward." Dungeon World is designed this way mechanically. </p><p></p><p>You pick the lock, but your lockpick breaks off inside the lock, so you no longer have tools and everybody will know you picked it.</p><p></p><p>You climb the cliff without falling and dying but you had to drop your pack. (Well, make it a choice...)</p><p></p><p>You successfully persuade the guard to let you pass, but he insists on accompanying you.</p><p></p><p>Etc.</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 9545229, member: 7031982"] Ok, but, is this an argument that because some people are bad at telegraphing, passive rolls are better/preferable? Or does it just mean that a great of handing it is, admittedly, hard? (And, if so, is there a way to get better at it?) All of this can be alleviated by the way these things are designed. The way I like to handle it is that if they get a "whiff" of something that's enough information to ensure success. So, in my secret door example, as long as they realize that footsteps are disappearing means some kind of secret door, which they could learn through asking questions, "Does the tunnel change such that we don't leave footsteps, either? Is there any indication that the footsteps have been erased?" etc., then as soon as they say, "I'm going to look around for secret doors right where the footsteps disappeared" then they are going to find the secret. So the 'challenge' (if you can call it that in this case) is to simply deduce what the clues mean. I'm not then going to gate success around a lot random searches. I'm reminded of quests in games like WoW, where the clue is "talk to the NPCs and see if anybody knows anything" and there are literally 30 different NPCs. At that point I go straight to the internet to find out which NPCs. Talking to all of them is not interesting. EDIT: Also, I agree with you about failure = success with complication. Also called "failing forward." Dungeon World is designed this way mechanically. You pick the lock, but your lockpick breaks off inside the lock, so you no longer have tools and everybody will know you picked it. You climb the cliff without falling and dying but you had to drop your pack. (Well, make it a choice...) You successfully persuade the guard to let you pass, but he insists on accompanying you. Etc. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Renamed Thread: "The Illusion of Agency"
Top