Mustrum_Ridcully
Legend
Voss said:So, wait. You did show the mechanics that you were saying you couldn't show people? And by that, I mean this-
That is dangling. Its the same thing that you folks have been saying since October/November- The noncombat stuff is REALLY SO AMAZINGLY AWESOME... but we aren't going to show it.
He was lamenting. Maybe he "accidently" also dangled a cool subystem in front of you, but was not his intention. lMoridin on his blog said:However, I was lamenting that we'd not said much about the noncombat encounter system, not trying to dangle the information in front of you.
This is only part of the escape. The next step is "you are in the sewers. How do you avoid the Guards finding you there"? The implicit idea is each succesful check means less and less guards can track you, until you finally reached a point where you have evaded the guards _and_ left the city. If this would have been the "final" check in a sequence of rolls, the sewer might have a fast exit from the city, and the guards didn't follow you. If it was just one of many to come, the guards might eventually begin searching the sewer, too, and you need to hide from them.And the specific example... feh. So the player magically creates sewers. So what? He *still* has to elude the guards! Or do the sewers come with an SEP field and anyone near them is ignored by the guards? At some point he still has to get escape their attention/hide/distract them in some way, so he can get into the sewers without the guards noticing.
It doesn't sound like theres much roleplaying involved- the streetwise character bringing gangs into the situation has some potential, but the sewer example sounds like the player talked the GM into allowing him to make a random roll to beat the challenge.
The roleplaying part is where the player decides what his character would try. Off course the character would also try to use his strengths. If the player isn't very creative "I will try to remember which route the citizens used in the past to get out of the city". The DM might decide that this is okay, or that this is very hard (since it's too specific to know from history), or just say it doesn't work.
Interesting question is how you use "this doesn't work". Simplest approach might be "tell the DM something until he allows you to roll", but an alternative might be to still let the player roll - but only to see if he wasted time (successes don't count, but failures do).