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General Tabletop Discussion
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RPG Evolution: Who Knows Better, a Player or Their Character?
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<blockquote data-quote="talien" data-source="post: 8568678" data-attributes="member: 3285"><p>The reason I took the approach in the original post is because:</p><p>1) not all players are good at puzzles</p><p>2) not all players are comfortable being the center of attention</p><p>3) I want to give each PC a chance to shine</p><p></p><p>Add all that up, and I'm trying to find a compromise between a character who should know something and the player who might not. Also, things get really tricky with in-world knowledge puzzles. My favorite example of this is the Doors of Durnin, where the protagonists are stumped by the password to the door because it's not in Dwarvish and it's a dwarvish door: <a href="https://www.cbr.com/lord-of-the-rings-moria-elvish/" target="_blank">Lord of the Rings: Why Moria's Password Was in Elvish</a></p><p></p><p>Would a player know the various languages in-world? Probably not. But would their character possibly hit on the answer if they were well-versed in multiple languages for "friend." Definitely.</p><p></p><p>Some players will be all too happy to rely on die rolls to succeed because they're not comfortable speaking (as the sorcerer PC shared in a recent session, "my character is an un-joiner"). Some players will be eager to answer puzzles on their own (the ranger is played by a teacher who was eager to take on the puzzles, and she guessed two without skill checks). Developing a framework that I can use on the fly to address both groups makes my life easier, makes the game go smoother, and hopefully makes it more fun to play for everybody involved while still respecting that each player is different, each character is different, and players and their characters are different but connected.</p></blockquote><p></p>
[QUOTE="talien, post: 8568678, member: 3285"] The reason I took the approach in the original post is because: 1) not all players are good at puzzles 2) not all players are comfortable being the center of attention 3) I want to give each PC a chance to shine Add all that up, and I'm trying to find a compromise between a character who should know something and the player who might not. Also, things get really tricky with in-world knowledge puzzles. My favorite example of this is the Doors of Durnin, where the protagonists are stumped by the password to the door because it's not in Dwarvish and it's a dwarvish door: [URL="https://www.cbr.com/lord-of-the-rings-moria-elvish/"]Lord of the Rings: Why Moria's Password Was in Elvish[/URL] Would a player know the various languages in-world? Probably not. But would their character possibly hit on the answer if they were well-versed in multiple languages for "friend." Definitely. Some players will be all too happy to rely on die rolls to succeed because they're not comfortable speaking (as the sorcerer PC shared in a recent session, "my character is an un-joiner"). Some players will be eager to answer puzzles on their own (the ranger is played by a teacher who was eager to take on the puzzles, and she guessed two without skill checks). Developing a framework that I can use on the fly to address both groups makes my life easier, makes the game go smoother, and hopefully makes it more fun to play for everybody involved while still respecting that each player is different, each character is different, and players and their characters are different but connected. [/QUOTE]
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