rusty_shackleford wrote: β
July 27th, 2025, 01:23
The advisory check is asking the GM, (and possibly the other players depending on the dynamics at your table) for a brainstorm. Remember the Player is just some guy, the person they are playing is an expert at something. So, the player says βWhat are some of the ways I can break into this mansion?β. A roll is made, and based on that roll the GM lays down things that the Player should probably consider.
Originally, I was going to say I don't like this. If it's something the PC should simply know by virtue of his skills or experience, why is it gated behind an advantage? Then I realized that this isn't about the GURPS Common Sense advantage.
I think this makes sense. My one qualm is that it obviates the need for the player to figure out this stuff himself, which can be an entertaining mental exercise, like a puzzle. In that sense, we come back to what I believe is a fundamental divide: the more that is offloaded to a character's stats, the more of a simulation it becomes, and the less of a game it is for the player. For example, in the scenario given above, while the thief's player is still the one making decisions, the knowledge provided by the GM has effectively constrained him to making a "good" decision. That's realistic for an experienced thief, but it feels as though it takes some agency out of the hands of the player.
Imagine it were a combat scenario and a player rolled for tactical insight, resulting in the GM telling him which targets are the most dangerous, which parts of the battlefield are best to fight on, and so on. Suddenly the tactical side of the game, which we generally assume to be the domain of the player's mind, has been diminished. It would be hard for a player in that scenario to make a significant tactical error unless the GM provided him with bad information. The game edges closer to playing itselfβor, more precisely, it edges closer to being a game played by the GM alone.
Acrux wrote: β
July 27th, 2025, 03:29
Alexander Macris has a really good blog post about this and the various scenarios that can come up. (I think you've linked this before, @WhiteShark.)
I do overall agree with the synergistic model. However, I also do not think it is wrong to say that Non-Overlapping Magisteria allows for more expression of player skill. I don't think every activity can be cleanly divided according to the synergistic model. Puzzles and riddles are a good example. I can only think of three approaches:
- Non-Overlapping Magisteria/Player Skill is Paramount: the player must solve the puzzle himself.
- Character Skill is Paramount: the character makes an intelligence check to solve it.
- Synergistic Model: the character can make an intelligence check to get a hint...?
The problem is that, by its very nature, the puzzle is aimed at the player's intelligence. If it can be solved by a mere intelligence check, it becomes boring filler. Hints that are useful without solving the puzzle for the player are exceedingly difficult to craft.
This is actually the same problem as the tactical thinking problem I mentioned above. If the character is an experienced officer, he should likely know more about tactics than the player. If he knows more about tactics than the player, then the 'advisory check' should logically inform the player of the best tactical options according to his character's experience. At this point, again assuming good information, the "puzzle" is probably mostly "solved": the player, unless he wants to deliberately sabotage himself for whatever reason, is constrained to the "good" choices provided him.
I don't think this is fully solvable. There is a tension here much like the one between character-as-avatar and character-as-individual, where it's never truly only one or the other. You could even say this is the fundamental tension between RPGs as simulations versus RPGs as games.