4
« on: January 05, 2013, 12:09:07 AM »
Letting the fiction entirely determine what's going to happen is basically just GM fiat. At that point why even have rolls? Just determine it all with the fiction.
I like a healthy balance of die rolls and narrative. Situation example "Ok, the orcs split up, what do you do", players split up, "Alright, you split up to chase the orcs, some head for the kitchen the others head towards a guard tower." Players respond with narrative that ends with dead orcs. Done, chase over. OR you can toss in a die roll, that way they can fail and NOT feel cheated by your decision that they should get caught, and if you are going to just let them win anyway, whats the point of playing since there is no challenge.
Now I know my opinion doesn't have to be yours, and that's fine. We have our own tables. But I would much prefer a setup like this.
"The orcs take off in different directions, some head straight for the kitchen doors, the others run off towards a guard tower. What do you do."
Players, "We split up and chase them" Insert descriptive narrative about their attempts. "Ok, roll *insert skill*. Well, looks like you catch up to the orcs running toward the guard tower, however only one of you chasing the orcs toward the kitchen manages to catch up to them, what do you do?"
What follows is probably some Volley/Hack'n'Slash/spellslinging or if no resistance just killing them from behind. It adds some unknown and chance to the situation making it, in my opinion, more interesting. Obviously for longer chases involving more variables you should have more rolls. Defy Danger to avoid barrels or low hanging branches, to cross rivers, jump gorges, jump horses over things, etc.
What a game should never be is entirely decided by the GM or the players.