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Space and time in RPG setting and situation
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8987865" data-attributes="member: 82106"><p>I'm saying the situation really CANNOT ARISE in most cases. Lets say the thief uses 'Tricks of the Trade' to pick a lock. There are 2 basic possibilities, 7+ and he has done it, or 6- and the GM tells you what happens next. That 'happens next' is going to be something that changes the situation to some degree or other. That is, guards appear, your lockpick breaks off in the lock, you pick the lock and find out the door is barred from the other side, etc. etc. etc. Now, maybe you deal with the guards and get another crack at the lock, it isn't impossible, but situations generally 'snowball' in these kinds of game, you'll probably need to be pretty lucky to end up back where you were before anytime soon. Frankly, the way I read 5e, it should play out pretty much the same there too, though the nature of the consequences is generally already determined before you try the picking.</p><p></p><p>Yeah, and I'm not saying you couldn't produce this sort of narrative in Dungeon World either. I mean, its basically the equivalent situation. Now, its possible that the GM basically says "OK, you did finally open it, the thing is empty" (or maybe it has 3 silver pennies inside, they're good luck pieces <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />.</p><p></p><p>I expect a success in a DW game would probably basically require the GM to put something interesting, fantastic, or maybe horribly dangerous, inside, though the sheer amusement value of the completely empty vault might tempt me.... BTW dummy, it was the VAULT which was made of solid (very tarnished) silver! hahahaha. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8987865, member: 82106"] I'm saying the situation really CANNOT ARISE in most cases. Lets say the thief uses 'Tricks of the Trade' to pick a lock. There are 2 basic possibilities, 7+ and he has done it, or 6- and the GM tells you what happens next. That 'happens next' is going to be something that changes the situation to some degree or other. That is, guards appear, your lockpick breaks off in the lock, you pick the lock and find out the door is barred from the other side, etc. etc. etc. Now, maybe you deal with the guards and get another crack at the lock, it isn't impossible, but situations generally 'snowball' in these kinds of game, you'll probably need to be pretty lucky to end up back where you were before anytime soon. Frankly, the way I read 5e, it should play out pretty much the same there too, though the nature of the consequences is generally already determined before you try the picking. Yeah, and I'm not saying you couldn't produce this sort of narrative in Dungeon World either. I mean, its basically the equivalent situation. Now, its possible that the GM basically says "OK, you did finally open it, the thing is empty" (or maybe it has 3 silver pennies inside, they're good luck pieces ;). I expect a success in a DW game would probably basically require the GM to put something interesting, fantastic, or maybe horribly dangerous, inside, though the sheer amusement value of the completely empty vault might tempt me.... BTW dummy, it was the VAULT which was made of solid (very tarnished) silver! hahahaha. ;) [/QUOTE]
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