Thursday, September 18

Nothing ventured, nothing gained

A new look at skills and skill-checks

Sometimes when using skills in an RPG there are a few things that can happen. For instance, there is the "if I fail, the scenario ends"-variant. The GUMSHOE-system is a response to this problem. Basically it's where you have a skill-check that decides if you find the clue/ pass the gate/ avoid the death-trap. If you fail that check, there is no clue for you to be found.. or you can't ever pick the lock.. or bluff the guard or whatever. In a way that's also a sign of bad scenario design, but nevertheless it's still a problem.

Another version of this is the "I try until I succeed"-version. That is where you try to use your skill until you succeed in a certain task. This makes the skill check rather pointless, since sooner or later you will succeed.

So, in the first version, you risk stopping the scenario altogether, and in the second, the test becomes an excersice in rolling until a certain number shows. Now, these issues have been addressed before with things like adding a time-limit in the scenario, avoid "dead-end" skill checks etc.

I will here present a couple of other ways to use skill checks, that I hope will make it a little more exciting.

Success, but with a price

As long as you are reasonably trained in a skill, you will always succeed with it (within reason). You will always pick the lock, bluff the guard, find the trap etc.
In spite of this, you still roll the dice to see if you make the check or not. If you make the check, nothing happens. However, if you fail the check the following happens:

You still manage to pull off whatever you tried. There will however be some negative and significant drawback. Yes, you picked the locks, but you broke your picks so that they are stuck in the lock. You loose your tools and someone will discover this very soon.

The guard bought your bluff, but he will talk to his mate rather soon, and the mate isn't as stupid, and raises a bigger alarm than the first guard would (since you are now intruding).

You discover the trap, however, you discover it by standing on it. If you move an inch, you will trigger it. Someone else will have to try to disarm it.

When you search through the library, you find the information you need. However, someone else notices that you are there, and the word spreads to your enemies.

These are just a few examples how a failed skill check doesn't make the module come to a grinding halt, but still adds some excitement and story.

I want more

Start with the same premise as above: All skill uses will result in some small advantage for the players/ characters. A search through the library will give some rudimantary clues. Bluffing the guard will get you inside the door etc. Basically, the skill use will give you the absolute minimal advantage.

The player can then choose to make a skill roll. If the roll succeeds, there is some additional advantage. Like more precis info on how to defeat the monster, the bluffed guard will also tell his colleagues not to pester you etc. However, if the roll is failed, something bad.. really bad.. will happen. The guard will call his mates at once.. the trap sets of and since you are looking close at the wall, it will hit you for damage and you are blinded etc.

Summary

This was two suggestion on how to add a little more excitement and drama around skill checks. I havn't been able to try them out myself, but I hope to do so in the near future.

No comments: