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General Tabletop Discussion
*Pathfinder & Starfinder
Rodney Thompson: Non-Combat Encounters
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<blockquote data-quote="Ian O'Rourke" data-source="post: 4113500" data-attributes="member: 4584"><p>Hah, this old chestnut. It largely comes down to playstyle, as everyone knows, so trying to debate it backwards and forwards isn't going to work.</p><p></p><p>I like declaritive use of skills. I like them because I don't want to play games that involve me getting out of the DM's puzzle, whatever that may be. I don't want to run games in which the players have to figure out how to get out of my 'puzzle'. I mean 'puzzle' in the broadest sense, insert situation if you like.</p><p></p><p>For me, that road leads to pixel bitching, in which the players try and click the right pixel.</p><p></p><p>It's not interesting. The only decisions that are interesting are ones that involve dramatic choices or make things more exciting (ideally both). Being stuck in any situation, and I notice the 'locked room debate has started', isn't interesting. Figuring your way out isn't interesting. It only becomes interesting if it leads to a more exciting situation or involves dramatic character choice.</p><p></p><p>The way I see it, if the player can generate this through declaritive use of skills it makes my job (a) easier and (b) may well generate something that player is more specifically interested in.</p><p></p><p>If a player has a skill that can be used to declare there is a garbage grill in the wall while being stuck in a dead end corridor in the Death Star while be shot at by Stormtroopers I'm going to say yes. I don't want them to die. I don't want them to keep pixel bitching until they find a solution only I'm happy with. So, I'm fine with a skill declaring the garbage grill as it may just trigger my thoughts to have it lead to a garbage campactor.....</p><p></p><p>I can't think of everything afterall, and there is six people at the table not just me. Plus, they have their characters in mind and how they want to play them.</p></blockquote><p></p>
[QUOTE="Ian O'Rourke, post: 4113500, member: 4584"] Hah, this old chestnut. It largely comes down to playstyle, as everyone knows, so trying to debate it backwards and forwards isn't going to work. I like declaritive use of skills. I like them because I don't want to play games that involve me getting out of the DM's puzzle, whatever that may be. I don't want to run games in which the players have to figure out how to get out of my 'puzzle'. I mean 'puzzle' in the broadest sense, insert situation if you like. For me, that road leads to pixel bitching, in which the players try and click the right pixel. It's not interesting. The only decisions that are interesting are ones that involve dramatic choices or make things more exciting (ideally both). Being stuck in any situation, and I notice the 'locked room debate has started', isn't interesting. Figuring your way out isn't interesting. It only becomes interesting if it leads to a more exciting situation or involves dramatic character choice. The way I see it, if the player can generate this through declaritive use of skills it makes my job (a) easier and (b) may well generate something that player is more specifically interested in. If a player has a skill that can be used to declare there is a garbage grill in the wall while being stuck in a dead end corridor in the Death Star while be shot at by Stormtroopers I'm going to say yes. I don't want them to die. I don't want them to keep pixel bitching until they find a solution only I'm happy with. So, I'm fine with a skill declaring the garbage grill as it may just trigger my thoughts to have it lead to a garbage campactor..... I can't think of everything afterall, and there is six people at the table not just me. Plus, they have their characters in mind and how they want to play them. [/QUOTE]
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Rodney Thompson: Non-Combat Encounters
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