stevekenson: (go-play)
[personal profile] stevekenson
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?

Date: 2008-03-05 08:53 am (UTC)
From: [identity profile] ophanim.livejournal.com
For me, I think transparency is ultimately a question of play style, and play style seems determined by system, GM, player base, and even by a particular campaign within a system. For example, it's possible in Dungeons & Dragons (RIP Gary Gygax) to regulate transparency differently depending on the theme of a campaign (THOG SMASH versus The Delicate Art of Poisoning Your Friends). In Dungeons & Dragons, a GM can insist that all rolls be done in the open, selectively, or exclusively secretly and not lose coherence to the rules of the setting. With a skilled GM and consenting players, the degree of transparency can even change dynamically.

I do not think such flexibility is exclusive to any particular game system. With a little extension, it seems that generalized impositions of varying degrees of transparency are dependent on how integral secrecy is to every possible game within a setting. If I were to create an RPG entitled Live Nude Baby-Eating Shenanigans on National TV(tm), in which the PCs' goal is exclusively to hog ratings and top each others' exploits, I might conceive that total transparency is desirable, even integral to every possible game in the setting.

More realistically, I expect that individual tastes and styles will always win out, regardless of what a setting dictates.

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