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Turning a boring trap into an exciting encounter.
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<blockquote data-quote="ExploderWizard" data-source="post: 6750026" data-attributes="member: 66434"><p>The main issue as I see it, is classifying specific approaches to situations as "narrative detail". Narrative detail suggests that the description of what is being done is purely fluff and has no bearing on the outcome of things. For pure ACTUAL narrative detail I agree. No one needs a long winded telling of how X was accomplished if it is simply color commentary. </p><p></p><p>How one goes about doing something IF the consequences for doing it vary by approach, is NOT merely narrative detail. </p><p></p><p></p><p></p><p></p><p>Of course players don't need to posses the expertise of their characters but that doesn't mean that they cannot interact directly with the environment instead of game rules. When entering a room with many described elements and potentially trapped objects or areas just saying " I check for traps" isn't very useful in describing what your character is doing exactly or where they are walking/moving while they do so. Perhaps where they search first isn't important, or it might be. </p><p></p><p>So while a simple " I check for traps" wouldn't be helpful, saying " I glance around the room briefly, then move over to the cabinet checking the floor for traps as I go" gives enough scope of activity to work with. Stating where you are searching for traps is not just narrative detail, but describing exactly how you conduct the search might be. </p><p></p><p></p><p></p><p>These are great examples of purely narrative detail. Nothing is wrong with adding these descriptive flairs as long as the group enjoys them. </p><p></p><p></p><p></p><p><strong>Everything </strong>rewarding in the game is for the player. A character is a fictional construct. As such it cannot appreciate rewards for success, or feel disappointment for failures. Players who pick up on clues and use the described environment and situation to their advantage <em>should</em> be rewarded. I disagree with new players being at a disadvantage. Newer players can be more creative in approaching situations because they aren't automatically looking for some rule element to fling at a problem. Instead they react to the setting and situation. </p><p></p><p>I want to encourage players to do more than pick a skill/ability and throw a die roll at every problem.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6750026, member: 66434"] The main issue as I see it, is classifying specific approaches to situations as "narrative detail". Narrative detail suggests that the description of what is being done is purely fluff and has no bearing on the outcome of things. For pure ACTUAL narrative detail I agree. No one needs a long winded telling of how X was accomplished if it is simply color commentary. How one goes about doing something IF the consequences for doing it vary by approach, is NOT merely narrative detail. Of course players don't need to posses the expertise of their characters but that doesn't mean that they cannot interact directly with the environment instead of game rules. When entering a room with many described elements and potentially trapped objects or areas just saying " I check for traps" isn't very useful in describing what your character is doing exactly or where they are walking/moving while they do so. Perhaps where they search first isn't important, or it might be. So while a simple " I check for traps" wouldn't be helpful, saying " I glance around the room briefly, then move over to the cabinet checking the floor for traps as I go" gives enough scope of activity to work with. Stating where you are searching for traps is not just narrative detail, but describing exactly how you conduct the search might be. These are great examples of purely narrative detail. Nothing is wrong with adding these descriptive flairs as long as the group enjoys them. [B]Everything [/B]rewarding in the game is for the player. A character is a fictional construct. As such it cannot appreciate rewards for success, or feel disappointment for failures. Players who pick up on clues and use the described environment and situation to their advantage [I]should[/I] be rewarded. I disagree with new players being at a disadvantage. Newer players can be more creative in approaching situations because they aren't automatically looking for some rule element to fling at a problem. Instead they react to the setting and situation. I want to encourage players to do more than pick a skill/ability and throw a die roll at every problem. [/QUOTE]
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