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Social skills vs. ... all other mechanics
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<blockquote data-quote="5ekyu" data-source="post: 7487211" data-attributes="member: 6919838"><p>This was i think a lesson learned way way way back in the days of old school but some later notions of "how to gm right" have tried to push "only roll when it matters" sorts of procedures where this kind of thing seems to become more the norm.</p><p></p><p>In my games, there are three things that happen - </p><p></p><p>first - i assume competence on the **characters** part so i do not assume a mistake occurs in any arena the character is strong in. this makes it less critical that the players make every statement a "wish-proofed" if-then-else nested loop syntax of security. </p><p></p><p>Second- over time we develop a common shared sense of how things work. they see what "i investigate" has meant in the past and so do i and so neither are surprised when something happens after a successful check or a failed one.</p><p></p><p>third - my players generally after a while develop some routines or lists - SOP - that they might even write down and reference for particular things that don't fit well into 1 and 2. Mostly it is so they can try and get their actions straight when it dives into nitty gritty detailed devils.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7487211, member: 6919838"] This was i think a lesson learned way way way back in the days of old school but some later notions of "how to gm right" have tried to push "only roll when it matters" sorts of procedures where this kind of thing seems to become more the norm. In my games, there are three things that happen - first - i assume competence on the **characters** part so i do not assume a mistake occurs in any arena the character is strong in. this makes it less critical that the players make every statement a "wish-proofed" if-then-else nested loop syntax of security. Second- over time we develop a common shared sense of how things work. they see what "i investigate" has meant in the past and so do i and so neither are surprised when something happens after a successful check or a failed one. third - my players generally after a while develop some routines or lists - SOP - that they might even write down and reference for particular things that don't fit well into 1 and 2. Mostly it is so they can try and get their actions straight when it dives into nitty gritty detailed devils. [/QUOTE]
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