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RPGing and imagination: a fundamental point
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<blockquote data-quote="pemerton" data-source="post: 9230348" data-attributes="member: 42582"><p>All this, 100%.</p><p></p><p>In AD&D, the action declaration "I climb to the top of the statue" is completely well-formed. Once there, the player can then declare "I search for secret doors". And that action declaration, too, is completely well-formed <em>whether or not the GM's notes record the existence of a secret door to be found</em>.</p><p></p><p>A player who suspects there's a trap in the doorway can declare "I jump into the room, not touching the floor in the doorway". They don't need to mention that they are trying to avoid a trap. Their action declaration is well-formed even if, as per the GM's notes, there is <em>no</em> trap. And nothing about the resolution of the jumping action in itself is affected by the presence or absence of a trap: eg if the action fails, and the PC lands clumsily short of where they had hoped to land, then if there is no trap there this costs them nothing; and likewise if there is no trap there, jumping over the doorway successfully gains them nothing either.</p><p></p><p>This sort of thing is part and parcel of classic D&D play. It's completely different from Burning Wheel or even from Torchbearer.</p><p></p><p>I'm less hostile to this than you are, in contexts where task resolution is the norm.</p><p></p><p>Eg in my 4e game, sometimes during breaks between sessions, if a combat was unresolved, the players would plan over email (without including me). Then when we got back together, they would implement their plans. So such-and-such a PC moves here and does this thing. OK, we resolve that. Then the next PC moves there and does that thing. OK, we resolve that. And now the big reveal: it's a set up for some epic action from the Sorcerer, or from the Fighter, occasionally from the Invoker/Wizard. (The Cleric/Ranger and Paladin were lighter on these sorts of combos.)</p><p></p><p>I don't think the players are obliged to tell me what they're aiming at. But it's completely different from (say) Linked Tests in BW. For starters, the movement mostly <em>just happens</em> (Tweet's drama resolution), with no roll of the dice required. And then various powers do their things, in terms of positioning or condition imposition, which all feed into the big reveal.</p><p></p><p>In skill challenge resolution, things are quite different from this because generally there are no components of discrete/atomic task resolution in a skill challenge.</p><p></p><p>A linked test requires <em>beating</em> (not just reaching) the obstacle to get the bonus, so they can be quite punishing. And they only make sense where the test itself is warranted (ie it's not just "say 'yes'" and grant an advantage die).</p><p></p><p>So in my experience they don't come up as often as FoRKs.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9230348, member: 42582"] All this, 100%. In AD&D, the action declaration "I climb to the top of the statue" is completely well-formed. Once there, the player can then declare "I search for secret doors". And that action declaration, too, is completely well-formed [I]whether or not the GM's notes record the existence of a secret door to be found[/I]. A player who suspects there's a trap in the doorway can declare "I jump into the room, not touching the floor in the doorway". They don't need to mention that they are trying to avoid a trap. Their action declaration is well-formed even if, as per the GM's notes, there is [I]no[/I] trap. And nothing about the resolution of the jumping action in itself is affected by the presence or absence of a trap: eg if the action fails, and the PC lands clumsily short of where they had hoped to land, then if there is no trap there this costs them nothing; and likewise if there is no trap there, jumping over the doorway successfully gains them nothing either. This sort of thing is part and parcel of classic D&D play. It's completely different from Burning Wheel or even from Torchbearer. I'm less hostile to this than you are, in contexts where task resolution is the norm. Eg in my 4e game, sometimes during breaks between sessions, if a combat was unresolved, the players would plan over email (without including me). Then when we got back together, they would implement their plans. So such-and-such a PC moves here and does this thing. OK, we resolve that. Then the next PC moves there and does that thing. OK, we resolve that. And now the big reveal: it's a set up for some epic action from the Sorcerer, or from the Fighter, occasionally from the Invoker/Wizard. (The Cleric/Ranger and Paladin were lighter on these sorts of combos.) I don't think the players are obliged to tell me what they're aiming at. But it's completely different from (say) Linked Tests in BW. For starters, the movement mostly [I]just happens[/I] (Tweet's drama resolution), with no roll of the dice required. And then various powers do their things, in terms of positioning or condition imposition, which all feed into the big reveal. In skill challenge resolution, things are quite different from this because generally there are no components of discrete/atomic task resolution in a skill challenge. A linked test requires [I]beating[/I] (not just reaching) the obstacle to get the bonus, so they can be quite punishing. And they only make sense where the test itself is warranted (ie it's not just "say 'yes'" and grant an advantage die). So in my experience they don't come up as often as FoRKs. [/QUOTE]
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