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Rolling Without a Chance of Failure (I love it)
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<blockquote data-quote="Charlaquin" data-source="post: 8441649" data-attributes="member: 6779196"><p>I don’t know what the character would know about (proper noun), because “History 21” doesn’t tell me where they might have learned about (proper noun).</p><p></p><p></p><p>Well I need to know what weapon a character is attacking with and against what target. More than that is just descriptive flair and isn’t necessary for me to understand what’s going on in the fiction and determine it’s likely outcomes. I don’t remember what I we were contrasting that against, but I remember that your example only said what the player wanted to accomplish and not what the character was doing.</p><p></p><p>Let me put it this way. When declaring an action, a player might or might not include three pieces of information: what they hope to accomplish (e.g. “kill the goblin”), what their character is doing to accomplish it (e.g. “stab it with my sword”), and how their character is doing what they’re doing (e.g. “I feint to the right, then quickly try and slip past his defenses, aiming for the ribs.”) I need the first two to properly adjudicate the action, but I don’t care about the third. I gather you’re comfortable assuming the second from the context leading up to the declaration of the first, but I am not.</p><p></p><p>What’s on the ceiling should be part of the initial description of the environment. I am not setting up traps to pull “you didn’t say the magic word!” gotchas on my players. I am simply basing my assessment of the difficulty and consequences of an action on what they decide to do.</p><p></p><p>Again, most of that should already have been included in the description of the room. Looking the bed, however, is probably something the player <em>should</em> specify they’re doing.</p><p></p><p>That’s fine. We’re allowed to have different tastes.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8441649, member: 6779196"] I don’t know what the character would know about (proper noun), because “History 21” doesn’t tell me where they might have learned about (proper noun). Well I need to know what weapon a character is attacking with and against what target. More than that is just descriptive flair and isn’t necessary for me to understand what’s going on in the fiction and determine it’s likely outcomes. I don’t remember what I we were contrasting that against, but I remember that your example only said what the player wanted to accomplish and not what the character was doing. Let me put it this way. When declaring an action, a player might or might not include three pieces of information: what they hope to accomplish (e.g. “kill the goblin”), what their character is doing to accomplish it (e.g. “stab it with my sword”), and how their character is doing what they’re doing (e.g. “I feint to the right, then quickly try and slip past his defenses, aiming for the ribs.”) I need the first two to properly adjudicate the action, but I don’t care about the third. I gather you’re comfortable assuming the second from the context leading up to the declaration of the first, but I am not. What’s on the ceiling should be part of the initial description of the environment. I am not setting up traps to pull “you didn’t say the magic word!” gotchas on my players. I am simply basing my assessment of the difficulty and consequences of an action on what they decide to do. Again, most of that should already have been included in the description of the room. Looking the bed, however, is probably something the player [I]should[/I] specify they’re doing. That’s fine. We’re allowed to have different tastes. [/QUOTE]
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