Theory of Games
Disaffected Game Warrior
It isn't that Shadowrun plans are bad, it is that as soon as they enter Phase 1, the street samurai gets bored and starts shooting.
It isn't that Shadowrun plans are bad, it is that as soon as they enter Phase 1, the street samurai gets bored and starts shooting.
I'm not sure how you can separate that from skilled play vs sheet play.What's your take? Do you expect the GM to inform the player when they are making a bad plan that differs from what the GM expects the PC to know? Or should the GM adjust to fit what the player believes their character should know to be a solid plan?
I still think the best Shadowrun game is a Lasers & Feelings hack called "Go Quiet or Go Loud."It isn't that Shadowrun plans are bad, it is that as soon as they enter Phase 1, the street samurai gets bored and starts shooting.
Because I am explicitly not talking about things on the sheet. I am talking about plans, strategies and operations. I am talking about the GM dinging you because you did not say you were packing wagon wheel repair kits because you assumed it and the GM expected you to write it down.I'm not sure how you can separate that from skilled play vs sheet play.
Again, err on the side of giving the players more information than they need. But the decisions and consequences are theirs.I am talking about plans, strategies and operations.
Right. But that's all about skilled play vs sheet play.Because I am explicitly not talking about things on the sheet...I am talking about the GM dinging you because you did not say you were packing wagon wheel repair kits because you assumed it and the GM expected you to write it down.
no disagreement, that kinda was my take on the Wazit. As I said, unless there is a reason why it would only hang out around that tree, they can catch one anywhere, provided they come up with a feasible plan (so no trying to catch a bird with a fishing line ).Agreed but if something hasn't yet been established in my world, then I'm happy for a player who's character is the expert to suggest something and we go with that.
I generally do not agree with tracking carrying capacity being relevant for skilled play versus sheet play. I think of skilled play as the players trying to be cunning in the narrative situation to meet a challenge while sheet play would be looking over your sheet for applicable mechanics levers to overcome a challenge.Again, err on the side of giving the players more information than they need. But the decisions and consequences are theirs.
Right. But that's all about skilled play vs sheet play.
In skilled play, you do not make those kinds of assumptions. You write it down or you do not have it. Resource management, including carrying capacity, are generally enforced as it determines how much gold (and therefore XP) you can carry out of the adventuring site.
In sheet play, you generally do make those kinds of assumptions. Even if you didn't write it down, it's assumed you'd have basic stuff. Resource management, including carrying capacity, are generally handwaved as irrelevant.
This is one of the defining distinctions between those styles of play.
(It's worth noting that "sheet play" can be misleading here as in skilled play either it's written on your sheet or you don't have it.)
In the sense of leveraging the environment and the equipment the PCs happen to be carrying. It’s a cornerstone of skilled play and old-school gaming.I generally do not agree with tracking carrying capacity being relevant for skilled play versus sheet play. I think of skilled play as the players trying to be cunning in the narrative situation to meet a challenge while sheet play would be looking over your sheet for applicable mechanics levers to overcome a challenge.