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Cake day: July 3rd, 2023

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  • Don’t put important details behind failable skill checks and just dead end it there.

    Like if they find a book with ciphered text, you might be tempted to be like “make an intelligence + investigator check to decipher it”, and if they fail be like “you can’t figure it out”.

    It’s better to do some sort of degree of success or succeed at a cost so the game keeps moving forward.

    Like, on a bad roll they translate it but whoops awaken an angry spirit that’s now attacking them. Or they make some progress, but realize they need the key to fully crack it. The note in the margin says it’s at such-and-such flophouse, owned by the PC’s most annoying rival group.

    I’ve done too many “you rolled … 0? Ok. Well you have no idea what this altar means” and then later regretted it because the players didn’t have a vital clue.