Charlaquin
Goblin Queen (She/Her/Hers)
I’m gonna do some re-organizing of your post so I can respond by subject, hope you don’t mind.
I mean, yeah, I agree that the rules facilitate rather than govern play. But I try to first understand what the rules actually say and what kind of gameplay experience they are intended to create. Then I’ll tweak from there if I feel it’s warranted to better facilitate that gameplay experience. Or use a different ruleset if I want a different gameplay experience.Huh. I guess I just can’t really grok the perspective of folks who play RAW. Nothing wrong with it, it just...I guess it’s...alien, is a dumb word for it, but I can’t think of a better one.
(...)
Different philosophy then, for sure. IMO, the rules aren’t important at all (I don’t actually recognize them as rules, we just use the term either in the same way that we use Laws when talking about Internet forum behavior, or how one might use rules when discussing the mechanics of any complex system. They don’t govern play, the just facilitate it.)
Hang on, I never said characters can’t do parkour! I just said the height and distance they can jump is defined by the rules, and if they want to do something outside what’s defined by the rules, they do so according to the basic pattern of play. Describe what you want to accomplish and what your character does to try to accomplish it, and I’ll resolve that action as I would any other. I don’t know what about that gives you the impression parkour isn’t allowed.On top of that, I view reality as a useful font of inspiration, and IME nearly every player (about 8 or 9 in 10 IME) finds it unsatisfying off they figure out that their PC are being limited beyond what real people are limited to. If they ask to do some parkour, drawing direct inspiration from videos they’ve watched of freerunners, and I say they can’t even roll to try, they pretty inescapably feel like their acrobat is less acrobatic than amateur acrobatic Assassin’s Creed cosplayers on YouTube.
This is a very unusual scenario, and I’m not sure I can answer how I would handle it outside the context of actual gameplay where such a situation has actually arisen. I guess if the character is in a situation where time is being measured in turns, they can move their speed and they can Dash, but I can’t confidently say that it would be appropriate to be measuring time in turns for that character without more context.But I’m also not sure I understand your actual approach and it’s difference to my own, after reading this. If a character is trying to sprint full speed to reach a macguffin before it explodes, and other characters are in combat, so rounds are relevant because seconds and timing count, would you let them roll Athletics to run faster than their speed?
100 meters is pretty close to 300 feet, which is the distance traveled in 1 minute at a normal pace. At a fast pace, you can travel 400 feet in a minute, so that’s one and one third times as fast, so you should be able to travel 100 meters in about 40 seconds at a fast pace, give or take. So that’s what the rules allow under typical circumstances. If you want to do something outside those parameters, you do so via the basic pattern of play - describe what you want to do and how your character tries to do it. For example, “I go into an all-out sprint to try to reach the McGuffin before it explodes.” Then I will resolve that as I do any other action, by considering if it can succeed (is it possible to run that distance in that time?) if it can fail (is there any reasonable chance you wouldn’t make it in time?) and if there’s a cost or consequence for failure (in this case, the McGuffin exploding before you get to it certainly seems to fit that bill). If the answer to all three questions is yes, I’ll call for a check, otherwise I will narrate the outcome.How fast you can run 100 meters is best determined by how many miles you can walk in a day!? How!?