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The Dumbing Down of RPGs
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<blockquote data-quote="GMMichael" data-source="post: 6361608" data-attributes="member: 6685730"><p>Granted - interpreting clues is smart play. In Skyrim, in many cases, when you pick up a clue, you just get an arrow leading to the next clue or the end of the job. No interpretation necessary.</p><p></p><p>However, while I like the rule, I think it leaves out some of the greatest charm of RPGs. It's very rewarding to pick up on a verbal clue that the GM gives in order to find the in-game clue. And the GM has a number of options to aid in the finding of that clue -if necessary-, and his final option is to fail the PCs forward.</p><p></p><p></p><p>That would be because they don't apply directly to TRPGs, which I've already mentioned. Some do, actually, especially the "you can't fail" problem, so fervently discussed in this very thread.</p><p></p><p>But responding to your observations about DW...</p><p>1) Good! Let's note here that failure is often subjective, and if DW can find a way to create fun out of failure, more power to it.</p><p>2) This actually <em>can</em> apply to TRPGs, especially ones with factions hard-coded into them - like D&D's Birthright campaign. Eberron made factions important, as well.</p><p>6) Yes, heavily GM dependent. However, as has been presented in at least 2 D&D 3E books, you can write rules for both puzzles and traps. One was the DMG's trap rules, which was pretty dumb: roll for success. Then there was Dungeonscape's smarter encounter traps: involve the whole party in the trap, in different ways.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6361608, member: 6685730"] Granted - interpreting clues is smart play. In Skyrim, in many cases, when you pick up a clue, you just get an arrow leading to the next clue or the end of the job. No interpretation necessary. However, while I like the rule, I think it leaves out some of the greatest charm of RPGs. It's very rewarding to pick up on a verbal clue that the GM gives in order to find the in-game clue. And the GM has a number of options to aid in the finding of that clue -if necessary-, and his final option is to fail the PCs forward. That would be because they don't apply directly to TRPGs, which I've already mentioned. Some do, actually, especially the "you can't fail" problem, so fervently discussed in this very thread. But responding to your observations about DW... 1) Good! Let's note here that failure is often subjective, and if DW can find a way to create fun out of failure, more power to it. 2) This actually [I]can[/I] apply to TRPGs, especially ones with factions hard-coded into them - like D&D's Birthright campaign. Eberron made factions important, as well. 6) Yes, heavily GM dependent. However, as has been presented in at least 2 D&D 3E books, you can write rules for both puzzles and traps. One was the DMG's trap rules, which was pretty dumb: roll for success. Then there was Dungeonscape's smarter encounter traps: involve the whole party in the trap, in different ways. [/QUOTE]
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