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Should traps have tells?
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<blockquote data-quote="Bill Zebub" data-source="post: 9809624" data-attributes="member: 7031982"><p>Oh, I don't think I was clear earlier. The problem, in my opinion, isn't based on whether or not something only Derek knows is given to the whole party or not, or whether or not Derek decides to share it. The problem is that by sharing a piece of information with one player, based on a skill or die roll, it is then immediately identified as important. So there's no player engagement with solving a challenge.</p><p></p><p>Now, you could argue that the challenge <em>isn't</em> solved yet, that the thing that was noticed is what triggers the challenge. Great...so what was the point of gating the original act of noticing behind a skill or die roll, instead of just drawing attention to the actual challenge? So the player feels good about investing in Perception? So let's get rid of Perception skills?</p><p></p><p></p><p></p><p>Ok, sure, those are a <em>kind</em> of decision, but not the kind that brings satisfaction for having overcome a challenge. A player could make up an infinite variety of such self-imposed roleplaying decisions completely independently of the challenges presented by the GM.</p><p></p><p></p><p></p><p>Ok, so now the GM has to generate extra details just to create red herrings in order to rationalize having Perception scores in the game. I think I'd rather get rid of Perception scores.</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 9809624, member: 7031982"] Oh, I don't think I was clear earlier. The problem, in my opinion, isn't based on whether or not something only Derek knows is given to the whole party or not, or whether or not Derek decides to share it. The problem is that by sharing a piece of information with one player, based on a skill or die roll, it is then immediately identified as important. So there's no player engagement with solving a challenge. Now, you could argue that the challenge [I]isn't[/I] solved yet, that the thing that was noticed is what triggers the challenge. Great...so what was the point of gating the original act of noticing behind a skill or die roll, instead of just drawing attention to the actual challenge? So the player feels good about investing in Perception? So let's get rid of Perception skills? Ok, sure, those are a [I]kind[/I] of decision, but not the kind that brings satisfaction for having overcome a challenge. A player could make up an infinite variety of such self-imposed roleplaying decisions completely independently of the challenges presented by the GM. Ok, so now the GM has to generate extra details just to create red herrings in order to rationalize having Perception scores in the game. I think I'd rather get rid of Perception scores. [/QUOTE]
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