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

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.

That's you. I saw any number of Trav games where starships were just things that got you from here to there, not things you expected (or wanted) to get in fights in. If anything, its not one of the games that can't leave some of the players out in the cold while they're going on, so there's some counterincentive to not do it often even in games where its assumed it can happen.
 

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That's you. I saw any number of Trav games where starships were just things that got you from here to there, not things you expected (or wanted) to get in fights in. If anything, its not one of the games that can't leave some of the players out in the cold while they're going on, so there's some counterincentive to not do it often even in games where its assumed it can happen.
I cant see any replies anymore, but yes, space combat is not to be entered lightly. Also, no single pilot check is going to be the end all of the encounter. You have gunner in a turret, engineer working the power, comms specialist working the sensors, captain leading the team... etc. Though, I suppose the answer to all that is everybody needs a 3+ in those skills...
 

I cant see any replies anymore, but yes, space combat is not to be entered lightly. Also, no single pilot check is going to be the end all of the encounter. You have gunner in a turret, engineer working the power, comms specialist working the sensors, captain leading the team... etc. Though, I suppose the answer to all that is everybody needs a 3+ in those skills...

Well, honestly in a lot of military campaigns you aren't even going to have those filled at +0. After all, if its not specifically naval focused, most of the characters will likely came up through marines or army, which aren't known for providing those particularly commonly, especially when you're going to be probably running toward the more ground-oriented skills by preference.

(Gunner and Leader maybe, but the others? Certainly not what I ever saw. If you were going to have a ship at all probably somebody was going to take Engineer, but that was just as likely the guy who had Pilot...)
 

This is a bit of a can of worms for both GMs and Players, as the player can't just "do stuff" unless they are in the right game play stlye with the right GM.

For GMs:
The biggest group are the GMs that will demand anything other then a simple fluff action of no consequence must be done by the official game rules. This DM will never allow a PC injure a foe with set up trap, unless the character has expertise in the booby trap skill and rolls a dc 10 trap check. Combat specifically must always be done by the official combat rules.

The next ones, and closely related, are the GMs that won't allow anything to work not done by the official game rules. If a PC just wants to make a noise to distract a guard the GM will just be all "eh, the guard does nothing". But if a PC uses their Sound Mimicry skill and beats that DC10, then the guard will be all "wow...what is that sound over their an abandon their post".

The third one, again closely related, is the GM that demands the expenditure of resources, other then a few skills or such. This GM feels the players must "pay" to do things in the game. So if the PC tries to make a 'scary doorway', the GM will just ignore it. Only when the PC uses an illusion spell to make it does the GM go "wow, the NPCs get scared!".

The forth one is the GM with odd, if not downright crazy ideas about how reality works. So it can be hard, nearly impossible, to do anything interesting in the game as the GM will say fire or water or air "does not work that way". This can derail a game so fast.

The fifth one is the low or no description GM. They say places look like "a forest" or "a room". With nothing in a room, it can be hard for a PC to do anything, as there is nothing there. Worse are the GM that will insist common things, won't be in an area, just so the PCs can use them

On the Player side:

Most players have a wildly exaggerated sense of reality from fiction, and most of all cartoon anime. They think their PC can jump up, flip in mind air six times, slice through a massive tree with their scimitar and have the tree fall on a dragon and kill it instantly. After all some character did it in Super Duper Ninja Goman Four.

Second are the players that just don't get the fullness of reality. Again, often from fiction. This player thinks they can run from a foe "stop and dig a hole for them to fall into" and then trick then to fall into it. The player somehow thinks it is possible to dig a hole in seconds. The basic plan is fine, but it does not work as you are being chased.

The third big and growing type of player are the ones that demand mechanical official rules for everything. Much like the GM one above, though this type of player is often hostile to the GM.

Fourth, not every player is smart or clever or can think of much of anything. Give them even a simple problem and they won't know what to do. This type of player often wants to "ask" their smart character what to do.

The fifth type is just the showman. They have some fancy ability on their character sheet and want to show it off for an audience.
 

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.
So you have some specific preferences. Awesome. We're happy for you.

But please stop telling other experienced Traveller players that they are doing it wrong.
 

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