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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="pemerton" data-source="post: 8652584" data-attributes="member: 42582"><p>The rule say that "The referee should set the throw required" and then gives examples. Page 20 of Book 1 (1977 version) also states the following general set of principles:</p><p></p><p style="margin-left: 20px">It is impossible for any table of information to cover all aspects of every potential situation, and the above listing is by no means complete in its coverage of the effects of skills. This is where the referee becomes an important part of the game process. The above listing of skills and game effects must necessarily be taken as a guide, and followed, altered, or ignored as the actual situation dictates. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">In order to be consistent (and a consistent universe makes the game both fun and interesting), the referee has a responsibility to record the throws and DMs he creates, and to note (perhaps by penciling in) any throws he alters from those given in these books.</p><p></p><p>The throw required for the location of good guns at a good price is 9+. That suggest the throw to learn where the dirt is is probably 10+, maybe 11+ if it's extremely well-concealed dirt. To actually get the dirt would sound like 12+ to me.</p><p></p><p>This is not the same as the Traveller rules I've cited. Nowhere does it talk about <em>getting what you want</em>, only about <em>getting a creature to agree</em>. You can get a creature to tell you, honestly, what it believes. But who gets to decide what it believes, and whether or not those beliefs are true? The Traveller Streetwise mechanic completely bypasses those questions. Success doesn't mean <em>This NPC tells you something they think is true</em>. It means <em>You know how to obtain the item/service in question - licences, illegal guns, or whatever it might be.</em></p></blockquote><p></p>
[QUOTE="pemerton, post: 8652584, member: 42582"] The rule say that "The referee should set the throw required" and then gives examples. Page 20 of Book 1 (1977 version) also states the following general set of principles: [indent]It is impossible for any table of information to cover all aspects of every potential situation, and the above listing is by no means complete in its coverage of the effects of skills. This is where the referee becomes an important part of the game process. The above listing of skills and game effects must necessarily be taken as a guide, and followed, altered, or ignored as the actual situation dictates. . . . In order to be consistent (and a consistent universe makes the game both fun and interesting), the referee has a responsibility to record the throws and DMs he creates, and to note (perhaps by penciling in) any throws he alters from those given in these books.[/indent] The throw required for the location of good guns at a good price is 9+. That suggest the throw to learn where the dirt is is probably 10+, maybe 11+ if it's extremely well-concealed dirt. To actually get the dirt would sound like 12+ to me. This is not the same as the Traveller rules I've cited. Nowhere does it talk about [i]getting what you want[/i], only about [i]getting a creature to agree[/i]. You can get a creature to tell you, honestly, what it believes. But who gets to decide what it believes, and whether or not those beliefs are true? The Traveller Streetwise mechanic completely bypasses those questions. Success doesn't mean [i]This NPC tells you something they think is true[/i]. It means [i]You know how to obtain the item/service in question - licences, illegal guns, or whatever it might be.[/i] [/QUOTE]
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