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Started by David Berg, February 05, 2010, 01:48:30 AM
Quote from: David Berg on March 05, 2010, 12:51:03 AMBut this sounds to me like an account of situations wherein the players can get what they want when they want it. I'm not sure how to extrapolate from your ideas to cover when that's not the case.
QuoteRoll 1 Situation:Having been given directions to the town of Theravia, Dan and Merlin headed there in search of a way to return home.Roll 1 Objectives:They told me, "We want to find this Nikolai Ibanescu guy and maybe learn a bit about him. Failing that, we want to talk to the prophet child. We also want to ask everyone we see whether they recognize the 6-circle design from the door that sent us here."Roll 1:I picked up Dan's d30, said to myself, "High is good; 20-30 finds Nikolai, 10-20 finds prophet, 0-9 finds nothing," and rolled a 24. Then I made a second roll for the unrelated goal of glyph info, just to make the players think there was some chance they might get it. There wasn't.Roll 1 Narration:I told them, "You learn Nikolai has recently returned from being away. He is not well-liked, and some believe him to be in league with the evil on the island. You get directions to his cabin. That's about it. No luck with the 6 circles." I then felt it would be proper to give them some sense of the color of their investigative experience, so I told them about swampy terrain, scarce fields, meager dwellings, and skinny, depressed villagers. A lot of my description was similar to what I would tell them in chunks as they approached and then entered the village.This worked well for "keeping things moving" purposes, and the sacrifice in experience didn't matter because the PCs left the area. However, we all agreed that more color would have been needed if they'd stuck around.
QuoteRoll 2 Situation:Having convinced Nikolai to come with them to the place they teleported into, the PCs wanted to pump him for info on the walk.Roll 2 Objectives:They wanted to know about his plans to fight Theravia's enemies, his affinity for dark powers, his knowledge of the teleporter, his familiarity with the Brotherhood, anything about Dakmour's creepy Nobility, and where he got his weird clothes. They also wanted to convince him that it was not okay for him to kill the guy they were about to meet.I figured Nikolai would have objectives of his own, wanting to know about all the PCs' magical experiences, particularly those that led up to the teleportation. I asked the PCs what they'd willingly share, and they volunteered a long enough list that I judged it'd occupy the whole trip (they wisely specified a few things they wouldn't share too). If they'd been less generous, I would have had to pose some, "If you don't talk, neither does he," scenarios and maybe roll dice.Roll 2:I decided that Nikolai would happily talk honestly about the Nobility, his clothes, and his ignorance of the Brotherhood, so I didn't roll for those. I rolled a d10 each for the remaining 4 topics of interest, deciding that 10 was maximum candor and 1 was refusal. I didn't think about lying; I probably should have.I rolled high for dark powers, low for teleporter, and middling for enemy plans and "don't kill" compliance.Roll 2 Narration:I just fed them info. Very little color beyond, "He brags about X," and, "He won't tell you Y because it's his bargaining chip." We were on the clock at that point, as I needed to end the session and get back to work.