Stop Looking At Your Character Sheet

Player characters are wonderful things. They have an array of abilities, talents, and special powers that can deal with almost any situation. But not every situation needs the application of your favorite ability.
Player characters are wonderful things. They have an array of abilities, talents, and special powers that can deal with almost any situation. But not every situation needs the application of your favorite ability.

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Sheet courtesy of Lubien Giagulliel

Problem-solving can take many forms, and not everything is about what special abilities you have. With so many abilities, it is easy for players to fail to see the wood for the trees. So the Gamemaster should remind them sometimes that their characters can still walk, talk, and look at stuff without needing to make a dice roll or use a superpower.

The Dungeon Dining Room Dilemma​

What reminded me of this was a moment in my Dragonlance game. The player group were in a mystic dungeon being tested by the gods. They came across a dining room, the only exit for which seemed to be a plate section of floor that needed to drop down to reveal an opening on a lower level. The room itself was well decorated, with a hearth and a dining table full of food.

The way out of the room was actually very simple. Anyone eating the food would become magically heavy, and if enough of the characters ate something they could all stand on the plate and gently drop down to the exit. The effect would fade in about an hour. Did my players try that? Take a guess.

Now, to be fair, just as you learn “never split the party,” it’s a pretty good rule to “never eat or drink anything you find in a dungeon.” But there are plenty of times that isn’t true, and in module X2 Castle Amber the food gives you psychic powers! What became painful for me was that the players didn’t even consider the food to be an option and began staring at their character sheets to see what special power or ability would unlock this mystery.

Sure, the food might have been a trick, but while the player characters were happy to face monsters, dragons, and even an evil goddess, one of them taking a few experimental bites was considered way too dangerous. This was despite me reminding them that no decent dungeon would rely on one character having exactly the right spell or ability to allow them to pass. Yet still, they stared at their character sheets.

So, after what seemed like days, with them trying all manner of spells, abilities, gymnastics, and cheerleader-worthy attempts at piling people up, they finally found an answer. They used a high-level monster summoning spell to call the heaviest monster they could find, in this case a “Celestial Bison.” This poor intelligent beast was glad to be called to the prime material plane. He was ready to lend all his holy strength and power in the service of the good gods and do battle serving the greatest heroes of Ansalon…

Instead they just said, “Can you just stand over there, mate? Cheers.” Bound by the ancient pacts of service in the cause of justice and right, the bison agreed, and together with the combined weight of the PCs (and a GM at pretty much the end of his tether), it was enough to sink the platform. But the bison wasn’t happy about it (although, to be fair, it was funny).

Look Around You!​

So, what I’d like to remind players is that not every problem needs the sometimes rather blunt tool of superpowered abilities and magic. If you take a look around, and maybe experiment, the answer is usually in front of you. No Gamemaster worthy of the name sets up a room that you can’t get out of. In a sense, every dungeon is a series of escape rooms, so the clues are always there

Now, on the flip side, this means the Gamemaster does need to remember that the players are not in the room with their characters. They can’t see anything that the Gamemaster doesn’t describe. But even if you mention the dining table stocked with food, you might not have done it right.

Everything should be described with the same importance it appears to have in the room. You might not want to give things away too much by emphasizing the dining table. But if it is a huge table the length of the room, the characters will automatically notice it as important (or they should…).

As such, it is on the Gamemaster to spend some time emphasizing how large and noteworthy it is. It’s also fine to offer the odd clue for the same reason. While sometimes the players might be thick, they might also have made assumptions due to the description they had from the Gamemaster.

The Importance of Communication​

Remember that it is also incumbent on the players to ask the Gamemaster about their environment, not make assumptions when they have misheard or aren’t sure. So if the Gamemaster says there are windows in the room, ask how big or high up they are before you start talking about jumping out of them.

So, while communication is vital, and any situation needs to be clear for all parties, not everything is solved with a special ability. There is an old adage, “when you have a hammer, everything looks like a nail,” and player characters are carrying a lot of hammers. So if you are having problems, stop looking at your character sheet and wonder what you might do in such a room if you had no abilities whatsoever; that might be the answer.
 

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Andrew Peregrine

Andrew Peregrine

Certain things might be true in Dragonlance vs Traveller, I haven't played it, is it some sort of D&D from a long time ago? Cool. Though like with Traveller, what are your probabilities? I mean Pilot 3 is probably minimum for being a regular pilot, because nobdy would climb into that starship with a 42% chance of crashing. So yeah, good to not having it be a playbook, nevertheless still informs the game.
I think that piloting is relative to what is available to the Travellers. I think pilot 1 is totally serviceable in Traveller. Unless, of course, you make the Traveller roll hundreds of piloting skills for mundane things like docking and navigating asteroids in routine situations.
 

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I think that piloting is relative to what is available to the Travellers. I think pilot 1 is totally serviceable in Traveller. Unless, of course, you make the Traveller roll hundreds of piloting skills for mundane things like docking and navigating asteroids in routine situations.
What about combat? Though anything, look at the probability on that roll, and how punishing it is for the whole party it can be to miss.
 

What about combat? Though anything, look at the probability on that roll, and how punishing it is for the whole party it can be to miss.
Some dodge and thrust bonus, dog fighting (if you even ever get to it), and hostile docking. I mean, I guess its been incredibly rare in my games. 🤷‍♂️

I will admit I dont really run military focused games, and if I did, then yeah id expect better pilots. For a band of Travellers going adventuring, pilot 1 is fine and obviously higher is better.
 

Some dodge and thrust bonus, dog fighting (if you even ever get to it), and hostile docking. I mean, I guess its been incredibly rare in my games. 🤷‍♂️

I will admit I dont really run military focused games, and if I did, then yeah id expect better pilots. For a band of Travellers going adventuring, pilot 1 is fine and obviously higher is better.
I like a PC to be compent, and for the player to be confident in their PC too; easy enough for them to have skill 3 in their main task, using the skill packages, and connections, plus in Kosmic (Cepheus Engine, Mongoose 1e derived) I give them a point for their main task, such as pilot, navigator, gunner, engineer, etc.. It's not a playbook though it does inform the game, and pilot 1 is still useful in being copilot, and piloting other vehicles too.

I do a lot of space combat in my games, the recent module Knife Party I released has a big space combat section like a board game. Not sure if I call esp military focused, it's more that they are auxiliaries, fight off some space pirates, and go investigate alien ruins.

The very first blurb on the Little Black Box had the Free Trader Beowulf under attack. Different versions are going to be different, I do more hard sf, and not psi, and nobles, which I see people lean into. Which is cool whatever people want to do, though as it goes, the sheet is informing the game.
 

I like a PC to be compent, and for the player to be confident in their PC too; easy enough for them to have skill 3 in their main task, using the skill packages, and connections, plus in Kosmic (Cepheus Engine, Mongoose 1e derived) I give them a point for their main task, such as pilot, navigator, gunner, engineer, etc.. It's not a playbook though it does inform the game, and pilot 1 is still useful in being copilot, and piloting other vehicles too.

I do a lot of space combat in my games, the recent module Knife Party I released has a big space combat section like a board game. Not sure if I call esp military focused, it's more that they are auxiliaries, fight off some space pirates, and go investigate alien ruins.

The very first blurb on the Little Black Box had the Free Trader Beowulf under attack. Different versions are going to be different, I do more hard sf, and not psi, and nobles, which I see people lean into. Which is cool whatever people want to do, though as it goes, the sheet is informing the game.
Yes, exactly competent is relative. You are having "lot of space combat" so obviously you want higher pilot skill. Telling folks that 3 is baseline an 1 is copilot only is not the baseline of the game; just yours.
 

Yes, exactly competent is relative. You are having "lot of space combat" so obviously you want higher pilot skill. Telling folks that 3 is baseline an 1 is copilot only is not the baseline of the game; just yours.
You hate space combat, so you don't care about pilot skill, so your pilot one isn't baseline it's just your way of playing the game. Do you get how what the skill has informed the game? Probabilities don't work by frequency of rolls, one roll or a 1000 the probability of success of failure don't change, so it doesn't matter.
 
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You hate space combat,
Give me a break.
so you don't care about pilot skill, so your pilot one isn't baseline it's just your way of playing the game. Do you get how what the skill has informed the game? Probabilities don't work by frequency of rolls, one roll or a 1000 the probability of success of failure don't change, so it doesn't matter.
Its akin to saying you need an 18 in primary stat for 5E. Yes, thats going to make you better from a probability stand point, but the game can function just fine with a 16 or even a 14 in primary. Especially, if that game focuses on exploration and social over the combat pillar.
 

Give me a break.

Its akin to saying you need an 18 in primary stat for 5E. Yes, thats going to make you better from a probability stand point, but the game can function just fine with a 16 or even a 14 in primary. Especially, if that game focuses on exploration and social over the combat pillar.
Why? I am very familar with how Traveller's skills work, I don't need anyone to explain them. Pilot 3 is nothing like 5e's 18.
 

Some dodge and thrust bonus, dog fighting (if you even ever get to it), and hostile docking. I mean, I guess its been incredibly rare in my games. 🤷‍♂️

I will admit I dont really run military focused games, and if I did, then yeah id expect better pilots. For a band of Travellers going adventuring, pilot 1 is fine and obviously higher is better.

Honestly, even a military game can end up having almost no space combat. Though its been so long I don't remember if Pilot is also used for air vehicles, where that's liable to be more an issue in a military game...
 

Book 2 is Starships, it's an integral part of the game, we were playing Imperium, a wargame by GDW in Chess club, and a friend saw Traveller in the catalog. You can get Pilot 6 from Character Generation, I saw someone the other day have a skill 6, think it was gun combat. Pilot 3 is not all that powerful. Though if one is not going to do starships, it's important to say that, I wouldn't sign up for a game without them. It is one of Traveller's greatest strengths as a game.
 

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