Schrödinger's Well
Posted: Wed Jun 22, 2016 6:26 pm
Most RPGs have situations where players use one of their skills to detect something, and then make a decision based on whether they detect it. Noticing traps, smelling poison, detecting lies, etc. When they roll successfully it's not a problem (well, I've always had a big problem with detecting lies with 100% certainty, but that's another topic). Where I've never found a solution I'm really happy with is how to handle the failed rolls. I'm philosophically opposed to secretly rolling for the player, and even then there's a decent chance they'll know something is up. The more you try to keep them in the dark (pre-roll a list of numbers, etc.), the further you're getting from the fun of the game mechanics, imo.
And before we go further, I've noticed a general philosophical division among gamers regarding what they mean by "roleplaying" and "immersion". I don't want to go too far down that rabbit hole, but one manifestation is that some players prioritize acting like their character would act, and other players prioritize feeling like their character would feel. Where the rubber meets the road (and forum tempers flare) is how to handle information the player has but the character wouldn't: i.e., what do you do when you know the NPC is lying, but your character doesn't?
I'm firmly in the second camp: I generally don't find it fun to pretend to believe in-game things that I know to be false (exception: unless the other players at the table don't know what's going on, and by play-acting ignorance I can suck them into the illusion. That's fun.) If you're in the first camp then the dilemma in this thread probably isn't much of a dilemma.
Let's get specific: I'm trying to figure out how to design a Hazard where a food/water resource is found, and the player has to determine whether or not it's safe to eat. Unless having them check for toxins is a regular occurrence, they'll immediately know something is up. I want my players, if they fail the dice roll, to genuinely agonize over the decision. Is it contaminated, or isn't it?
One solution I thought of is to randomize the answer with a secret roll: 50% chance it's potable/edible, and 50% chance it's not. That in turn affects the consequence of a wrong decision: in the first case the wrong decision sickens the character, in the latter case the wrong decision leaves the whole fellowship short on supplies.
There's a little bit of a paradox there, though, because if rejecting a good water supply leaves the fellowship thirsty it means they NEED water, and rejecting a poisoned water supply shouldn't change that. Personally I'm willing to hand-wave that away...if the initial coin flip lands tails it means you're short on water; if it landed heads you wouldn't have been short of water. But it's still kinda weird. What if the players say, "Ok, before we roll, do we actually need the water?" If you say yes and they successfully detect that it's bad do you punish them with thirst? Because if you say no they'll just take a pass on the whole thing.
Any input/ideas/discussion?
EDIT: I did just think of a partial solution, at least to this specific example: "You're not out of water yet, but you don't know what's ahead of you." If the water is poisoned then there's more water just ahead. If the water is not poisoned then there's no water ahead. A rules lawyer might argue, "But we rolled a 3 on the Hazards Table, and that's not Poison..." Maybe that's when you roll out the Cave Trolls: "You're right, I'm wrong. I guess the water isn't Poisoned after all. But roll Battle, Mr. Smartass."
And before we go further, I've noticed a general philosophical division among gamers regarding what they mean by "roleplaying" and "immersion". I don't want to go too far down that rabbit hole, but one manifestation is that some players prioritize acting like their character would act, and other players prioritize feeling like their character would feel. Where the rubber meets the road (and forum tempers flare) is how to handle information the player has but the character wouldn't: i.e., what do you do when you know the NPC is lying, but your character doesn't?
I'm firmly in the second camp: I generally don't find it fun to pretend to believe in-game things that I know to be false (exception: unless the other players at the table don't know what's going on, and by play-acting ignorance I can suck them into the illusion. That's fun.) If you're in the first camp then the dilemma in this thread probably isn't much of a dilemma.
Let's get specific: I'm trying to figure out how to design a Hazard where a food/water resource is found, and the player has to determine whether or not it's safe to eat. Unless having them check for toxins is a regular occurrence, they'll immediately know something is up. I want my players, if they fail the dice roll, to genuinely agonize over the decision. Is it contaminated, or isn't it?
One solution I thought of is to randomize the answer with a secret roll: 50% chance it's potable/edible, and 50% chance it's not. That in turn affects the consequence of a wrong decision: in the first case the wrong decision sickens the character, in the latter case the wrong decision leaves the whole fellowship short on supplies.
There's a little bit of a paradox there, though, because if rejecting a good water supply leaves the fellowship thirsty it means they NEED water, and rejecting a poisoned water supply shouldn't change that. Personally I'm willing to hand-wave that away...if the initial coin flip lands tails it means you're short on water; if it landed heads you wouldn't have been short of water. But it's still kinda weird. What if the players say, "Ok, before we roll, do we actually need the water?" If you say yes and they successfully detect that it's bad do you punish them with thirst? Because if you say no they'll just take a pass on the whole thing.
Any input/ideas/discussion?
EDIT: I did just think of a partial solution, at least to this specific example: "You're not out of water yet, but you don't know what's ahead of you." If the water is poisoned then there's more water just ahead. If the water is not poisoned then there's no water ahead. A rules lawyer might argue, "But we rolled a 3 on the Hazards Table, and that's not Poison..." Maybe that's when you roll out the Cave Trolls: "You're right, I'm wrong. I guess the water isn't Poisoned after all. But roll Battle, Mr. Smartass."