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Post by hoseirrob on Jan 13, 2014 11:15:47 GMT -8
So I ran my first Traveller game the other day, and one of the pieces of feedback was around asking for players to roll. I did it too often for small reasons.
The players are correct, in that I did ask for rolls on small things and continued rolls when I could have substituted the passage of time.
My question lies here: In a system with a lot of possible skills, how can you have players feel like they are using those skills as opposed having them roll too often.
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maxinstuff
Supporter
Posts: 1,939
Preferred Game Systems: DCC RPG, Shadowrun 5e, Savage Worlds, GURPS 4e, HERO 6e, Mongoose Traveller
Favorite Species of Monkey: Proboscis
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Post by maxinstuff on Jan 13, 2014 13:01:01 GMT -8
I wouldn't worry about it.
It's a trap - if you design challenges to their skills then every challenge becomes "oh, I roll skill x, next please".
In traveller the skills feed into characterisation a lot so they are there for more than just rolls. Just let the skills come into play organically OR - only roll if it is a stressful situation, which could mean having to roll a skill you don't have!
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Post by Stu Venable on Jan 13, 2014 15:26:48 GMT -8
I would direct you to page 48 of the core rules for Mongoose Traveller:
Maybe we should revisit this on the show. We did a whole show on "when to roll," and while I was researching the episode, I discovered that MOST game designers establish certain assumptions about when the GM should call for checks. And that assumption is carried through during game design.
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sbloyd
Supporter
WHAT! A human in a Precursor service vehicle?!
Posts: 2,762
Preferred Game Systems: Storyteller; Dresden; Mage
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Post by sbloyd on Jan 14, 2014 5:39:31 GMT -8
I'd love to see that again. Especially tied with the idea of "failing forward" - you fail the roll but don't necessarily fail the action, but succeed with a caveat (takes much more time to pick the lock, twist your ankle on the jump, add a spice some of your patrons are allergic to in your banquet, whatever).
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Post by guitarspider on Jan 14, 2014 14:36:12 GMT -8
From a story perspective: let them roll when something interesting is happening, when something is at stake.
Quoted-to-death example: Having them roll to open a locked door isn't interesting when they'd have all the time in the world to open it. Having them roll to open a locked door while a guard is approaching is.
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oldnemrod
Apprentice Douchebag
Posts: 92
Preferred Game Systems: WOD (old and new), 4E DnD, Shadowrun, 5E DND,
Currently Playing: Star Wars Saga Edition( I'M A MANDALORIAN!)
Currently Running: 5E Hoard of the Dragon Queen
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Post by oldnemrod on Jan 14, 2014 22:04:38 GMT -8
Or have the lock pick tools break. Or they get dropped and slid under the door.
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Post by jazzisblues on Jan 22, 2014 16:53:42 GMT -8
Only ask for a dice roll if there are consequences for failure. Then when they fail instead of not working for them, make life interesting. So the door opens, but a guard is on the other side.
JiB
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