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You're doing what? Surprising the DM
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<blockquote data-quote="pemerton" data-source="post: 6109058" data-attributes="member: 42582"><p>Well obviously I think that they are. One is complication on a success (spot invisble ink that will advance your goals). The other is complication on a failure (spot a ravine that will impede your goals).</p><p></p><p>They're not identical - one is in the context of a skill challenge, the other a single skill check. But the single skill check was not task resolution, I dont' think, because there was no task that was resolved. It was actually, in resolution, in some ways closer to a Wise check in BW - the player is hoping his PC might find something helpful, puts his PC into a position where that might happen, and rolls. On a success I narrate something helpful. It's different from a Wise check in that the player hasn't posited what it is that his PC might find.</p><p></p><p>The nearest analogue I can think of in a D&D rules manual is the "roll an INT check to get a clue from the GM" that is mentioned in the 4e DMG, and perhaps (I can't remember) in the 3E one also.</p><p></p><p>I find this claim utterly baffling.</p><p></p><p>Gygaxian "skilled" play does not fit the "standard narrativsit model". Dramatic tension is irrelevant to that sort of play.</p><p></p><p>Adventure path play does not fit that model either. So far from the GM going where the action is as established via PC building, the players have to take their PCs where the GM tells them that the action is.</p><p></p><p>Standard Rolemaster, Runequest or Classic Traveller play in no way resembles that model, because it has any number of action resolution elements that create exploratory priorities that override "going where the action is".</p><p></p><p>Conversely, the play of a game like MHRP, which does fit that model, prompts you to take it's play advice to task (as per your reply to [MENTION=6696971]Manbearcat[/MENTION] upthread). Which, at least to me, implied that MHRP is giving advice that you don't follow in your game. From which I infer that your play doesn't fit the model.</p><p></p><p>I just read the 2nd ed AD&D PHB for the first time a few weeks ago (a friend was doing some house cleaning and offloaded a copy) and it has some comments that come very close to this.</p><p></p><p>And I can confidently say that the picture of play it puts forward in no way resembles the standard narrativist model!</p></blockquote><p></p>
[QUOTE="pemerton, post: 6109058, member: 42582"] Well obviously I think that they are. One is complication on a success (spot invisble ink that will advance your goals). The other is complication on a failure (spot a ravine that will impede your goals). They're not identical - one is in the context of a skill challenge, the other a single skill check. But the single skill check was not task resolution, I dont' think, because there was no task that was resolved. It was actually, in resolution, in some ways closer to a Wise check in BW - the player is hoping his PC might find something helpful, puts his PC into a position where that might happen, and rolls. On a success I narrate something helpful. It's different from a Wise check in that the player hasn't posited what it is that his PC might find. The nearest analogue I can think of in a D&D rules manual is the "roll an INT check to get a clue from the GM" that is mentioned in the 4e DMG, and perhaps (I can't remember) in the 3E one also. I find this claim utterly baffling. Gygaxian "skilled" play does not fit the "standard narrativsit model". Dramatic tension is irrelevant to that sort of play. Adventure path play does not fit that model either. So far from the GM going where the action is as established via PC building, the players have to take their PCs where the GM tells them that the action is. Standard Rolemaster, Runequest or Classic Traveller play in no way resembles that model, because it has any number of action resolution elements that create exploratory priorities that override "going where the action is". Conversely, the play of a game like MHRP, which does fit that model, prompts you to take it's play advice to task (as per your reply to [MENTION=6696971]Manbearcat[/MENTION] upthread). Which, at least to me, implied that MHRP is giving advice that you don't follow in your game. From which I infer that your play doesn't fit the model. I just read the 2nd ed AD&D PHB for the first time a few weeks ago (a friend was doing some house cleaning and offloaded a copy) and it has some comments that come very close to this. And I can confidently say that the picture of play it puts forward in no way resembles the standard narrativist model! [/QUOTE]
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