• Troy@lemmy.ca
    link
    fedilink
    arrow-up
    2
    ·
    9 days ago

    I ask this, or for their stealth modifiers, and then roll behind the screen just to fuck with them sometimes. But it’s actually quite useful. I do this once in a while and it trains them not to overreact (and assume ambush) when I ask them for realzies.

    • jjjalljs@ttrpg.network
      link
      fedilink
      arrow-up
      3
      ·
      9 days ago

      On player training, I like systems where you can bribe players to let bad things happen.

      Like in vampire: the requiem, a player can always turn a regular failure into a Dramatic Failure, and get a little XP. This meant the players went from “oh no the cave is probably full of monsters let’s take forever stressing” to “I ROLLED GARBAGE CAN I JUST BARGE IN LIKE A CONFIDENT IDIOT FOR MY DRAMATIC FAILURE?”

      Tastes vary, but I found it made a more interesting and snappier game.

      • caseyweederman@lemmy.ca
        link
        fedilink
        arrow-up
        1
        ·
        8 days ago

        Like the Fate system!
        I like systems that are player-driven, like Dungeon World. Instead of me putting a bunch of traps into place and hoping you walk into them, the complication of you rolling a failure on something else might mean there’s a trap there.
        “Are there any traps there?” “You tell me.”