rec.games.frp.dnd

Reading Monte Cook: Legends and Lore


    I'm going to skip the last few weeks of Mike Mearls' L&L column, as he 
seems to have triggered my anti-venom. The only time I'm in favour of his
work is when someone else describes it negatively. Bad habit that. 8]
So here's Monte, doing the same thing, only different, in his first
Legends and Lore column, "Very Perceptive".
http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20110927
After giving a quick bio (dude wrote 3e, eh) he goes over the basics of
his skill system idea that Mike was talking about recently.
There's less detail here, more feel-good talky-talk. It's written from
the perspective of handling a specific problem; conveying information about
the world to the players without "giving up" secrets, like with the classic
3e joke "wait, I think I just failed a listen check."
Which he does by arbitrarily deciding what the players will hear and
what they won't hear (when the difficulty is of a lower tier than your
skill, you succeed without needing to act).
But that's one of the bits of 3e that gets my goat. The fact that some
tasks like opening locks, searching carefully, or handling traps aren't
random, but have the result predetermined by the DM. I find that detracts
from the "game" aspect of D&D for me when I'm running it: I don't want to
know that much information beforehand.
For instance: if there's a secret passage leading from near the entrance
to the boss's lair, which she'll flee from if the PCs make too much noise
killing her guards; I *love* when the PCs have a small /random/ chance of
finding that and facing her directly.
It's more /interesting/ to run that way, for me. Doesn't hurt when it
comes to playing the surprised boss too, what with it surprising /me/.
As for dice rolls alerting players that something's afoot, I just use a
couple different coloured dice that I roll rather often behind a screen.
Real checks are lost in the noise.
Monte Cook wrote:
> This is all a way to handle the flow of information - particularly secret
> information - quickly and easily, with die rolls involved only when it
> really matters. So that we can keep the game moving at a lively pace
> without sacrificing the fun of exploring the environment with dynamic play
> and creative ideas. So that the rules don't get in the way of the fun.
I quite like how his system lets players override the dice by doing
stuff (though perhaps as a base +5 bonus rather than +10), but this thing
where he assumes I /want/ that much concrete information in the game before
the players get there and try stuff, that's missing the point a bit for me.
Plus, while Mike's original idea was messy, the attempt to make the
whole skill system optional means unskilled characters don't ever get left
behind (unlike here, though at least they can jump through hoops to win).
--
tussock




Written by tussock 03/10/2011 23.07.41
Check some pics on this site!
25/05/2012 17.04.42