Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > The Fantasy Trip

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 05-17-2019, 03:35 PM   #11
JLV
 
JLV's Avatar
 
Join Date: Nov 2010
Location: Arizona
Default Re: Naturalist vs Alertness for search rolls

Quote:
Originally Posted by Sinanju View Post
I understand what you're saying. My point is two-fold: first, I've seen (and played in) too many games where the game grinds to a halt while every character tries repeatedly to roll to do/spot something. Maybe they have reason to think they're missing something, maybe not. But endless die rolling to finally achieve some goal is just boring.

If a casual perception roll or two fails, and the players have reason to think there's a secret door (for instance) that they're missing, and they decide to search the area thoroughly, I'm not going to make them keep rolling--they'll find it. But repeated attempts until the law of averages gives you a successful die roll is unnecessary (and boring).

Second, I'm more interested in giving the players meaningful choices. Yes, they can painstakingly search every square inch of the labyrinth as they travel--but they're going to move at a snail's pace. That means more supplies (lamp oil, food) consumed. More chance of being discovered and attacked by the labyrinth's denizens, and so forth. If that's their choice, so be it.

If that's *not* their choice, then they don't get to make endless spot checks one after another. One, maybe two rolls, presumably by the PCs most likely to spot whatever it is, and that's it. They may miss a secret door or get ambushed by a slime they'd have spotted if they'd taken more care--but that's the price of choosing to move at a faster pace.

They can't have it both ways. They have to make a choice, and the choice has consequences.
This seems entirely logical to me; everything the players do should have consequences (both good and bad) attached to it, and my job as the GM is to apply those consequences and to move the game forward. Mindlessly rolling dice for two hours without something actually happening doesn't strike me as me doing my job!
JLV is offline   Reply With Quote
 

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 12:51 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.