Woodclaw wrote:
As far as I understand the logic behind Traits is that those are the fields were the character is gifted somehow, hence he can either wave past most of obstacles (auto-success) or squeeze more out of the experience (calling for an AP). So it's a kind of risk-reward idea, since you choose not to roll but sit comfortably in the field that you know best, you won't get much out it.
Gifted is way to consider it. How I like to consider it, is something that is so telling - so overwhelmingly inherent to that person that defines them. Alot of people are funny. Robin Williams is in a league of his own in that regard. He would have a "humorous trait". If you asked 100 people to say one word to describe him - 90 or more would say funny (or some synonym of). It's something that says not only can other describe you as such - but it's truly something that sets you apart and defines you as a person. George Burns may have had the Smoking Trait. Yao Ming the Tall trait. Mini-Me...would not. (Small Trait). Alot of people play guitar, but Eric Clapton is defined by his guitar prowess as is Joe Satriani. I may be overweight and often times can be loud - but I wouldn't say these define me. Sumo Wrestler would have the Obese trait, and I'd wager to say Samuel Jackson or Ray Lewis has the Loud trait.
So it's not to be taken lightly or a means to add some flair - it's something that is meant to really hammer home what they are renown or notorious for that sets them apart from everyone else that may have similar characteristics.
In that regard, yes you're spot on that one doesn't learn anything new out of a situation by simply taking the mediocre attempt at something, but still succeed if you're truly that gifted at it. Clapton could try and write a masterpiece song for his his guitar, or could invoke his trait and easily entertain a small venue of guest without even trying hard.
To get your group on board with this all - to guide them along, it usually falls on either the GM or veteran roleplayers to sort-of lead the way. If you're lacking the latter, then it does fall on your shoulders as GM to guide them into new game mechanics until they take hold. What I recommend is - write down each of the characters traits/distinctive features, be sure that they all understand them well, let all the other players know each others' so that they can visualize it, and explain them to try to portray these when possible. Once you have all of them on paper in front of you - keep it there as a reminder for you to see - when a player attempts a skill check, or succeeds at one and could invoke a trait - look at the traits a character has and ask them - "Do you have a trait here that you feel strongly applies to your task? If so, which one, and why does it apply?"
You're not telling them which trait and you're not telling them what to say, but you are pointing out that there may be a trait they have that may prove helpful. Also after the fact, if they fail to see what you see, explain "I can imagine your small trait could have helped in this situation - it was hard for everyone to find appropriate cover to hide in, but because you're so naturally small, I would have allowed you to use that to find a nook/cranny that another couldn't have fit into to hide".
After doing this for a few sessions, the players will follow suit - the veteran players will really take the lead, and coach the others etc, as all benefit from it, and you should see a much higher success rate at using them.
When I first started running games it was hard at first for many to grasp the concept. They did it well at times, and abandoned the idea by forgetting about it, or not thinking well enough outside the box to use it as good as they could. It wasn't until my buddy Brian opted to run his own TOR game that gave me a chance to play a hobbit Dornwise Cottonleaf, and I used my traits all the time as often as possible to get my auto-successes (not to abuse the system as I don't gain APs for that), and invoked them when I could after I succeeded - and it opened the eyes for many players and there was a definite A-HA moment for everyone. I only played twice as Dornwise. I went back to being a LM for my group after that - but the group as a whole now has a much more robust understanding of the mechanic and make much better use of it as a result. Not to mention it increases player involvement, clever roleplaying by applying them, and providing a better overall experience for us.
Robert