Re: Naturalist vs Alertness for search rolls
I have seen some pretty amazingly questionable GM'ing, but that seems to me an issue with those GMs.
Personally, unless it's a one-shot "this is the one cool adventure that is the scope of the game", my preferred campaign type is open world play, where I like it when a good GM isn't too attached to any particular adventure or series of events happening, and instead sets up situations and finds out what happens by playing it out. I appreciate it when finding something really means the characters found something, and that there was a chance they might not find it, and might do something else besides whatever adventure might be nearby, and that's embraced as really playing the situation and seeing what happens, instead of pretending that's what's happening but really driving the players into some pre-planned plotline.
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