Showing posts with label think don't roll. Show all posts
Showing posts with label think don't roll. Show all posts

Tuesday, November 10, 2009

Go ahead and roll

How many times has this happened: You're GMing and a player says "OK, we're at the burned village. I want to see if I can find tracks from the raiders." And before you can say "Yep, there's a set of huge footprints leading into the hills" the player has thrown his dice, read the result and glumly reported back to you: "Nope, I didn't find 'em."

A variation of that scenario happened last weekend during my Savage Worlds fantasy campaign (featuring special guest player Chgowiz, in his first-ever Savage Worlds outing!). It illustrated that "think, don't roll" can still be applied even to new-school game systems like Savage Worlds.

Had the player asked me what he was able to find, I would absolutely have delivered the details. But once those dice fall, it's tough to backtrack and be like "Weeeell, you officially failed, but it's tough to miss orc footprints in soft soil."

It also points to a general weakness in games where there's a known target number or difficulty class. If you want to roll and tell me you fail, that's fine and dandy—yep, you failed. But if you want to tell me what your character does, you might just get a surprise when I tell you, "OK, you do it."

I'm thinking of putting a little edict in place for my campaign: Unless you're in combat, you don't have to roll for anything unless the GM says you do.

Chgowiz, for his part, took the exact opposite approach. He described his character's actions in detail and tried to set up situations where he wouldn't have to roll—because that added the chance of failure. He had some observations of his own from the game, which I hope he's able to post over at his blog.

Regardless, it made for a very interesting game that truly spanned the divide between old school and new school.