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I’m woolgathering before leaving for the airport to pick up a friend who’s visiting us from out of town for a few days, and I’d like to pose a general question for readers of my blog:
What degree of “transparency” of action resolution do you prefer in an RPG? That is, how apparent should it be whether or not a character’s action has succeeded or failed, and why?
In a typical RPG, the players roll dice for their characters’ actions out in the open, and the results are fairly apparent: the players know the character’s relevant abilities and the result of the dice. The only real X-factors are the difficulty or modifier set by the GM. In some systems, even these are known (or the GM may choose to share them). The GM rolls dice for the actions of non-player characters, typically behind a screen or the like, so the players don’t know the results of either the rolls or necessarily the abilities/traits of the NPCs, although some players can and will figure them out from the available evidence. The GM has a fair amount of leeway to “fudge” results while remaining within the realm of credulous possibility.
If this is the mid-point, then the extremes would be:
1) Where all resolution must be out in the open and transparent; the GM makes rolls the same as any other player, open to player scrutiny and the only unknowns are the actual traits of the NPCs, and perhaps even they must be known (depending on how the resolution system works). Even if they’re not, players will pick up on them quickly. Or...
2) Where all resolution is hidden from the players and handled by the GM (much as some “secret” rolls are in mid-range games). All the players know are their characters’ traits; the outcomes of the dice are like a black box, and the GM has even more leeway to “fudge” results. The players are more heavily reliant on the Gamemaster’s interpretations of what “actually” happened.
What level of transparency do you prefer in your RPG experience, and why?
What degree of “transparency” of action resolution do you prefer in an RPG? That is, how apparent should it be whether or not a character’s action has succeeded or failed, and why?
In a typical RPG, the players roll dice for their characters’ actions out in the open, and the results are fairly apparent: the players know the character’s relevant abilities and the result of the dice. The only real X-factors are the difficulty or modifier set by the GM. In some systems, even these are known (or the GM may choose to share them). The GM rolls dice for the actions of non-player characters, typically behind a screen or the like, so the players don’t know the results of either the rolls or necessarily the abilities/traits of the NPCs, although some players can and will figure them out from the available evidence. The GM has a fair amount of leeway to “fudge” results while remaining within the realm of credulous possibility.
If this is the mid-point, then the extremes would be:
1) Where all resolution must be out in the open and transparent; the GM makes rolls the same as any other player, open to player scrutiny and the only unknowns are the actual traits of the NPCs, and perhaps even they must be known (depending on how the resolution system works). Even if they’re not, players will pick up on them quickly. Or...
2) Where all resolution is hidden from the players and handled by the GM (much as some “secret” rolls are in mid-range games). All the players know are their characters’ traits; the outcomes of the dice are like a black box, and the GM has even more leeway to “fudge” results. The players are more heavily reliant on the Gamemaster’s interpretations of what “actually” happened.
What level of transparency do you prefer in your RPG experience, and why?
no subject
Date: 2008-03-05 03:15 am (UTC)There's a lot to be said that the players should make all the rolls for their characters; skill checks, attack checks, defense checks, and damage rolls. The NPCs on the other hand, sould have static numbers, or difficulties that the players need to beat. If there's a situation where the NPC needs to make a roll in this case, then the average dice roll should be added (so in M&M all NPCs just take 10 on everything) This, I feel, gives the players ultimate control with their characters, allowing them to feel that they are having a direct effect on their world, and they are active within it, as opposed to letting things happen to them passively.
This is a mindset I got from Marvel SAGA (remember that littel gem?), and believe that it really was the best way to run a game. I can get close to that in M&M, using a few of the optional rules in MaMa. The one thing I really miss is the Fate Deck. That was a great mechanic.
Okay, I guess that was a longer answer than you were looking for :)