Playing digitally online can devolve into a strange experience.
Character sheets (especially for modern dnd editions) start to look like consoles of buttons. Whenever you want to do something, just hit the right button and see if it works.
The choices lay in which button you want to push.
As I’ve had folks start two different 5e campaigns with me recently, I find myself more and more telling them not to roll dice.
What I’m saying isn’t anything new, but it’s something I’ve been personally made to consider a lot recently. Don’t roll dice if the possibility of failure isn’t interesting.
For instance: last night, the PCs had captured a drake. It was a pretty dangerous enemy for their level, but their tactics (and their dice rolls) worked well.
When deciding how to transport it back to the city, one of the players wanted to lash some poles together to make an improvised stretcher like contraption. They asked me what they should roll.
My answer? Nothing. It just happens.
This was for two reason:
First, I can assume their character is relatively competent and can do simple things related to adventuring. ‘
Perhaps more importantly, what would a failure on that roll mean?
I could have worked hard at it to make that roll meaningful. Maybe I’d make it in secret, and if it was bad, the stretcher would break at a pivotal moment.
Or maybe I could have made failure mean it took more time and roll another random encounter.
They had just done really well on capturing it and I wasn’t interested in nickeling and diming them on a roll that was much more interesting just being handwaved. Besides, they still had a dungeon full of Kobolds they just realized were there.
The point here is, if the roll isn’t going to result in interesting consequences, just skip it.
If it’s an easy thing to do and the failure won’t result in any interesting decision making, they do it.
If it’s an impossible thing, they don’t.
It can just be simple as that.
TAGS: Game Theory, board games
Recent Posts
Fantasy Commander Design Diaries: Sources and Inspirations
Hey, wanna catch up on past posts about Fantasy Commander, my attempt at a Blackmoore-esque game with a terrible title? Find them here. Going into this project, I have a few definitive sources that have
Fantasy Commander Design Diaries: What Should it Do?
Today marks the first email in a series of new design diaries Code named Fantasy Commander, my goal is to make a game reminiscent of Blackmoore with some other influences. Before I start, I
The Snowflake Dungeon Part 28
**Carnival Barker’s Voice** Getch yer lil freaks here! This is a short one today, a continuation of my snowflake dungeon. You can find links to all previous emails about it here. In my last email about
The Snowflake Dungeon Part 27
Rumor tables have become a familiar adventure stand-by. But what are they for? I recently listened to a discussion about putting false entries on rumor tables. (Sadly, I don’t remember the source). Is there fun
The Snowflake Dungeon Part 26
I have been waiting for this moment for months. When I was moving and overwhelmed with all the projects, I was saddest to see this fall by the wayside. My snowflake dungeon. (If you don’t
The Snowflake Dungeon Part 25
If you’ve missed the previous posts about a snowflake dungeon, you can find them here. Its been over a month since I did my last Snowflake Email. I swear, I haven’t forgotten it – I’ve