Edgar Ironpelt
Hero
As you say: "That's one philosophy, but not mine." Or rather there's another trade-off. Yes it's nice when player cleverness aligns with what the character would do, and when players can make choices for their character's actions at a more detailed and less abstract level. But this is often not possible, so the GM lets the player do what he can and has the game mechanics abstract or otherwise deal with the details. Sure my players don't have personal hands-on experience with the sort of traps that exist in the game-world, but at least they can think about "Hmm... what might these little oddities that Derek noticed and pointed out mean?"I want players to engage their own skills. Even in combat. Sure, they don't know how to swing a sword, but I want the players to at least think through, "Hmmm...I should stand in that doorway instead of
Although even that has limits, as I want success and failure to be, in the end, more dependent on character skill than on player skill. A table where the PCs are chess pieces controlled by players-as-chessmasters isn't for me. Because "challenge" is not that important to me in an RPG. It's not the kind of fun I'm looking for at an RPG table, and I'm perfectly willing to sacrifice it for the kinds of fun I am looking for.