This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.
The message boards have been upgraded. Please log in to your existing account by clicking here. It will ask twice, so that it can properly update your password and login information. If it has trouble recognizing your password, click the 'Forgot your password?' link to reset it with a new password sent to your email address on file.

Author Topic: Player thinking vs Skill  (Read 1007 times)

Abrojo

  • Jr. Member
  • **
  • Posts: 81
    • View Profile
Player thinking vs Skill
« Reply #15 on: July 04, 2008, 04:40:21 AM »
some solid advice Heath and Stormbringer, thx

Quote from: Heath Robinson;221936

I personally believe that a Tactics skill should function only to provide information or observations of some tactical importance.  Whilst essentially equivalent to "GM suggestion" in many regards, you should avoid making overt tactical suggestions to allow the players to make their own decisions.


Thats true, though i think a little talk with the player wouldnt hurt.
If he has no clue about tactics but wants to play a war vet in shadowrun, he will need tactical suggestions. Of course, the end choice is his, but need to flesh him some more info since he might have grabbed that skill just to cover his own deficiency as a player.

Like if for example i wanted to play an old Greek campaign, i would grab a tactic skill and abuse the GM for tactics questions. Specially ask for my tactic skill to decide my success or not on battle planning since i have no idea how phalanxes, etc worked back then.

An interesting option regarding the red herrings, would be for the GM to do his tactics roll hidden and adjust the amount of real in his info according to that.
 

Heath Robinson

  • Newbie
  • *
  • H
  • Posts: 4
    • View Profile
Player thinking vs Skill
« Reply #16 on: July 04, 2008, 02:36:20 PM »
Quote from: Abrojo;222017
Thats true, though i think a little talk with the player wouldnt hurt.
If he has no clue about tactics but wants to play a war vet in shadowrun, he will need tactical suggestions. Of course, the end choice is his, but need to flesh him some more info since he might have grabbed that skill just to cover his own deficiency as a player.
A friend who was a member of an active cadets group, and hence was involved in military style training in tactical scenarios once or twice, has mentioned to me that the majority of tactics is knowing what the likely course of enemy action is.

Quote from: Abrojo;222017
Like if for example i wanted to play an old Greek campaign, i would grab a tactic skill and abuse the GM for tactics questions. Specially ask for my tactic skill to decide my success or not on battle planning since i have no idea how phalanxes, etc worked back then.
Unless you actually care about how the battle plays out, I'd say that this usage of the tactics skill is in line with abstracting away some undesirable noise.

Quote from: Abrojo;222017
An interesting option regarding the red herrings, would be for the GM to do his tactics roll hidden and adjust the amount of real in his info according to that.
That's one option, another would be to have a relatively fixed rate of red herrings and vary the number of observations according to the degree of success.
« Last Edit: July 04, 2008, 03:03:35 PM by Heath Robinson »