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Star Wars: Edge of the Empire
Roleplay adventures on the fringes of the Star Wars galaxy
Moderator: FFG_Sam Stewart Topics: 246 | Posts: 2817
GMs and secret dice pools
by whafrog
Published on 26 February 2013 - 22:42:24
Page 2 of 3 (43 messages) « First page... 1 2 3 ...Last page »
Reply #16 | Published on 27 February 2013 - 18:38:33

LethalDose said:

 

@riplikash

Right, my way's not bad, but yours is just better, and if I would just put in the effort in i'd see that my style doesn't respect what the designers intended to be the core of this game.

Are you serious?  I can take condescension as well as I give it but try to have actual facts on my side when I do it.  This is purely a question of style.  And if your trying to lean on GNS theory (Gamist-Narativist-Simulationist) to support what you're saying, you need to re-read Edwards' essay.

If you think secret rolls an antagonistic GM make, then I'm guessing you've been lucky, nay blessed, with accomodating GMs and players during your gaming career.  Which brings me to…

 

 

And this is why some of us try to avoid talking to LethalDose.  When you disagree with him, he's right, anyone else is wrong *and* insulting.

Lightsaber: Is it an elegant weapon from a more civilized age, dangerous Jedi paraphernalia,the galaxy's best utility knife?

Reply #17 | Published on 27 February 2013 - 19:37:02

Doc, the Weasel said:

I find hiding die rolls is a patch to the real problem of gaming with people you don't trust to roleplay a situation appropriately.

I tend to agree. And further, I've learned that  a GM hiding difficulties is often a GM who hasn't actually set one. I've been guilty of it, and I've watched other GM's do it, and/or lie about their rolls.

And, you could, as I noted in discussions of WFRP3E, roll the difficulty dice  separately, but that is in fact set up to be seen as needlessly antagonistic.

The system explicitly has you roll everything in the open, and tell the players the difficulty (either by voice or by handing them the dice).

 

Aramis
-=-=-=-=-

Smith & Wesson: The original PointClick interface!

Reply #18 | Published on 27 February 2013 - 19:54:26

Voice said:

whafrog said:

They would be rolling their own dice, and probably setback dice from obvious effects (weather, etc), just not the difficulty and challenge dice.  If someone is picking a lock, it doesn't make sense to me that they automatically know how easy it should be to pick.  If they're facing a nemesis NPC, they shouldn't necessarily know their stats.

 

Here's the thing.  The character isn't rolling any dice, the player is.  The character picking the lock doesn't know how difficult it is in advance (except to the point that their own analytical skills might allow them to 'ballpark' the complexity of the mechanism), but in any system where the player rolls any dice to decide the outcome, it's simple enough to determine at least a rough range of difficulty given a die roll or two.

Aside from that, the player invariably has access to more information than the character does*, so pretending otherwise doesn't make any sense.  Acknowledge it, and expect your players to deal with the difference.  Also, players are equally capable of meta-gaming against the results of a hidden roll.  Fortunately, most moderately experienced gamers have gotten past the point where they see/hear the GM roll something behind the screen, and draw their weapons.

* If the character has access to information that the player doesn't, then someone isn't doing their job correctly, because the player needs to have access to all character-accessible information in order to be able to role-play their character accurately.

I may have missed something, but it seems like there are two points here:

  1. The player knows more than character regardless
  2. The GM can't make secret rolls without giving away to players he's making secret rolls.

On the first point, yes the player will invariably know more than the character, and nothing can be done about this, but no one on this thread ever said that we should pretend that's not true, unless I missed that part.

The issue is how much more the player knows than the character.  Just because they know more than the character doesn't mean that the GM is must/should/needs to give them more still.  Besides that, you wouldn't show the characters your story script/outline/module/etc, would you? I hope not.  According to descriptions, the Beginners box has parts that say "PLAYERS SHOULD NOT READ!!!", so the game is meant to be played with the players ignorant of some things.  The issue is where to draw the line, and that's up to the GM to decide.

Next, the veracity of the second point requires 2 assumptions:

  1. The only reason for the GM to be rolling dice behind the screen was to make secret checks
  2. The GM can't hide the fact that he's rollsing from the players

These are both false.  When running Saga edition, I would, occassionally rolls some sice behind the screen for no reason other than to roll dice.  The players learned that everytime I rolled, it didn't neccesarily mean something.  Now, this was easier with a d20 and few d6, it doesn't work as well with handful of dice EotE/WFRP3 need.  But, the point remains it IS possible.  

Second, rolling that handful of dice behind a screen makes a whole lotta noise.  If only there were away to get dice results without making noise or gestures…

oh wait, there is.

And, I don't think your wrong because you disagreed with me, I just thing your wrong because of facts.

-WJL

"All models are wrong, but some models are useful."

-George E.P. Box, Ph.D.

"It can scarcely be denied that the supreme goal of all theory is to make the irreducible basic elements as simpleas few as possible without having to surrender the adequate representation of a single datum of experience."

Albert Einstein, Ph.D.

Reply #19 | Published on 27 February 2013 - 20:02:01

aramis said:

Doc, the Weasel said:

 

I find hiding die rolls is a patch to the real problem of gaming with people you don't trust to roleplay a situation appropriately.

 

I tend to agree. And further, I've learned that  a GM hiding difficulties is often a GM who hasn't actually set one. I've been guilty of it, and I've watched other GM's do it, and/or lie about their rolls.

 

And, you could, as I noted in discussions of WFRP3E, roll the difficulty dice  separately, but that is in fact set up to be seen as needlessly antagonistic.

The system explicitly has you roll everything in the open, and tell the players the difficulty (either by voice or by handing them the dice).

 

I think I've made it clear that there are reasons I use hidden rules other than the fact that I'm trying to hide diffculty.  In fact, I never invoked that as a reason to do it.  I do it to hide the either the need for the check or the result.

And I'd really like to hear why people think using these hidden rolls is synonymous with the GM being out to get (i.e. antagonistic towards) the players.  Explicitly, how does this practice hurt the players? Having been on both sides of this on different games, I've never had a problem with it.

-WJL

"All models are wrong, but some models are useful."

-George E.P. Box, Ph.D.

"It can scarcely be denied that the supreme goal of all theory is to make the irreducible basic elements as simpleas few as possible without having to surrender the adequate representation of a single datum of experience."

Albert Einstein, Ph.D.

Reply #20 | Published on 27 February 2013 - 21:52:29

Doc, the Weasel said:

I find hiding die rolls is a patch to the real problem of gaming with people you don't trust to roleplay a situation appropriately.

Completely agree with this. Many GMs will find there is really no reason to keep dice rolls hidden except that the GM and players don't trust each other.  Everyone has to trust the other participants at the table to play their characters and to tell an emergent story.  Once you do, there is no need to keep any rolls hidden. 

However, this observation is not a solution for everyone.  If a GM of her players aren't having fun because players aren't responding to the fiction, but are metagaming the mechanics, telling the GM to trust her players is not really a viable solution.

Personally, I would never hide dice rolls, but some GMs may find it is more enjoyable for themselves and their group if dice rolls are hidden at times.  I would encourage GMs to try keeping all the rolls in the open for awhile though and see how it goes. If you don't like it, you can always go back.

Reply #21 | Published on 28 February 2013 - 02:54:12

LethalDose said:

aramis said:

 

Doc, the Weasel said:

 

I find hiding die rolls is a patch to the real problem of gaming with people you don't trust to roleplay a situation appropriately.

 

I tend to agree. And further, I've learned that  a GM hiding difficulties is often a GM who hasn't actually set one. I've been guilty of it, and I've watched other GM's do it, and/or lie about their rolls.

 

And, you could, as I noted in discussions of WFRP3E, roll the difficulty dice  separately, but that is in fact set up to be seen as needlessly antagonistic.

The system explicitly has you roll everything in the open, and tell the players the difficulty (either by voice or by handing them the dice).

 

 

 

I think I've made it clear that there are reasons I use hidden rules other than the fact that I'm trying to hide diffculty.  In fact, I never invoked that as a reason to do it.  I do it to hide the either the need for the check or the result.

And I'd really like to hear why people think using these hidden rolls is synonymous with the GM being out to get (i.e. antagonistic towards) the players.  Explicitly, how does this practice hurt the players? Having been on both sides of this on different games, I've never had a problem with it.

-WJL

Fundamentally, if the GM is trustworthy, it doesn't. But if the players can be trusted to roleplay appropriately, the GM need never do so, because they won't act upon the roll.

And I've also found that hidden rolls by the GM generally do not build suspense. They eventually become just background noise, noise to which the players become inurred.

The "Please roll this skill at this difficulty", followed by noting it, and then applying it later is better for building suspense, and shows them clearly something is in fact up, but not what. Later, telling them the meaning of that roll, that reinforces the suspense felt, and rewards it by showing that it was in fact justified.

Hidden difficulty before rolling can be suspenseful in and of itself. Edge and WFRP don't do that well, but if you have and use a dice cup, you can build suspense by taking the difficulty dice all in hand, then quietly dropping the right number in, and then have them roll. For WFRP3, we experimented with rolling into a tube (made from a large coffee can), and the players rolled the good dice into it, the GM then added the bad dice without looking, then finally the tube was lifted; it wasn't worth the extra effort. Simply requiring the player to ask for the difficulty and not allowing any wheedling for bonus dice after that has much the same effect.

The use of opposed rolls, however, in Edge, that does reveal information. Still, it's a trust issue. Good players will only act upon character knowlege, not player knowledge.

Aramis
-=-=-=-=-

Smith & Wesson: The original PointClick interface!

Reply #22 | Published on 28 February 2013 - 16:55:53

Let's see if I'm actually allowed to post today. I haven't been for the past too days.

First I'm going to say, I don't appreciate the insults and venom LethalDose. At least to me it felt like you were going out of your way to misrepresent what I said. I was not saying one method was better than another and in fact went out of my way to note that both styles are equally valid. What I'm trying to do is help people recognize that EotE is built around a less common gaming paradigm (narrative) and that some of the holes in the system (language support, hidden dice rolls) are not so much holes as much as a style of mechanic people aren't used to. There is absolutely no problem with making the game more simulationist, as I've said multiple times. But since most players have never really experienced one of the more narrative systems (or even realize they exist), I tend to encouraged people that instead of patching the system to be more simulationist they should first give the narrativistic style built into it a shot.
 

LethalDose said:

And I'd really like to hear why people think using these hidden rolls is synonymous with the GM being out to get (i.e. antagonistic towards) the players.  

-WJL

really think you are misunderstanding what people in this thread are meaning when they as "antagonistic style game". I understand where the confusion comes from, and apologize for using such a loaded word. I will attempt to choose others in the future if it will keep the discussion more civil.
 
In the sense I was using the word I was simply trying to describe a game system where conflict largely comes from the GM. In a traditional D&D game there is to built in encouragement to make things worse for yourself. It's the GMs job to run the world and come up with consequences. It's the players job to plan and react around that. In that way it is a "gm antagonistic" approach. Not because you have an antagonistic GM out to get you, but because the GM provides the antagonists. In this playstyle hiding difficulties is so important that it is built into the system. The player rolls, but doesn't necessarily know what he is rolling against. This is an important element in this style of game. As you mentioned, it adds tension and immersion.
 
In contrast, in a very narrativistic system like FATE there are many mechanical benefits that encourage the players to contribute to their own conflict. You get bonuses that help you by adding dramatic conflict to the game. A clumsy PC is encouraged to accidentally set off an alarm, a dumb one to make poor choices, and a prideful one for overlooking the the strengths of their enemies. And so rather than the conflict coming solely from the GM, the players are the source of much of the conflict.
 
Long story short, I didn't mean "antagonistic playstyle" to mean the same thing as "Antagonistic GM". I'll try to avoid using the word in the future to avoid such connotations.
 
LethalDose said:
 
Explicitly, how does this practice hurt the players? Having been on both sides of this on different games, I've never had a problem with it.
 
 
It doesn't. It's a perfectly valid and enjoyable playstyle. I have never been attacking your use of the technique. I have used it for years. I just try to explain to people that the reason it isn't built into EotE is because it was initially built around a different paradigm than the one most players are used to.
 
EotE, while between the two extremes of FATE and D&D, was designed more on the narrative end of the spectrum, and many mechanics (like building opposition into the player role, and thus revealing the difficulty of checks at the time of the roll) are a direct result of those design decisions.
 
Many GMs regular style is going to clash with that initially. They then often come to the forums asking how to handle it. One (perfectly valid) solution is to work around it and make the game a bit more simulationist. Again, since most people have never tried a narrative system, I tend to suggest GMs give it a try as written first, if only because it may be something new they haven't experienced before.
 
And in the end, is there anything wrong with house-ruling the system to be more like a traditional, simulationist (that word really doesn't work as well in this context) RPG? Obviously not. You SHOULD house rule a system to fit with the kind of campaign you and your players want to run. Personally I've changed it up to be more narrative based. Not because it's better, but because that's what kind of campaign I'm running. But I like for people to understand the decision they are making, and the reasons behind some of the design choices.
 
I hope I have sufficiently clarified myself.

 

Without Signature

Reply #23 | Published on 28 February 2013 - 20:32:26

@Riplikash

I appreciate and acknowldge that you didn't intend to use the term "antagonistic" in a negative way.  I'd ask you to understand how this:

 

riplikash said:

Nothing you are saying is incorrect, but I would argue is the examples you gave are more in the vein of the old school antagonistic style gameplay; antagonistic meaning GM creates the story, players react to it. Hiding the fact that the player failed a roll in order to trick them into making a mistake is a perfect example of GM antagonist style game play. Again, it isn't a BAD thing. Just not the core of this game. And changing that core isn't a bad thing either. There are benefits to that style of game. An antagonistic style game encourages power plays, caution, and trying to figure out the meta-game of the GM. It rewards careful planning and paranoia. It makes for a tense, immersive game. That works great for many games.

came acroass as…  Well, to put a point on it, antagonistic.

Using phrases like "…in order to trick [the players] into making a mistake a perfect example of GM antagonist style game play", and encouraging 'paranoia' and 'power plays' generates a denegrating tone.  And I will still vigorously disagree that this practice is in any way antagonistic, even in your current clarified 

Regardless, it doesn't excuse the fact that I did not see that you had posted:

 

riplikash said:

I understand where your coming form, but hope I've made it clear that I mean "antagonistic" as a neutral description of play style, not as in the classic "antagonistic GM" negative stereo type.

and did so before I had posted my repsonse.  I didn't fully read this since I was writing the response, and I see how my post after that response makes my post look even more obnoxious.  I am sorry for the confusion that caused, and as far as that goes, I hope we're cool.  My bad.

 

However, that's not really the whole issue.  The definition/connotation of "antagonism" was really only part of the reason why I took offense to what was said there. I want to draw attention the bolded section, which implies, or just straight out states, that hidden rolls are not the core of this game.

I simply cannot understand how is hiding a few roll results is somehow contrary to the nature or core of EotE.

And while you said its not "bad", the rest of your post makes it pretty clear that its inappropriate to implement in this game, or at the very least reduces the richness of narrative generated by using this method. And I have a problem with that because it is untrue.  There is nothing that reduces the quality or the richness of the narrative by hiding some rolls.  So when you state that this practice is somehow doesn't belong in this game because it's narrative, 

Finally, there also seems to be the implication that I never even tried allowing the players to make these rolls.  For the record, I did.

It caused problems.

So I fixed it.  

I don't make every knowledge roll secretly.  I don't make every perception roll secretly.  In fact, I make almost no hidden rolls like this. One of the reasons is that EotE has a vastly reduced need for them, but they absolutely still have a place.

In short, there are still reasons to use hidden rolls in narrative systems, and they do not violate the nature or the core of this game.

There is no conditionality in that statement, nor does any belong there.  You can choose either to use them (appopriately) or forgo their use entirely, and it will have minimal effect on the narrative quality of the game, though some groups may prefer one to the other.

So, turning the tables, have you tried using occasional secret rolls to see what kind of effect it has on the narrative of your games?

-WJL

"All models are wrong, but some models are useful."

-George E.P. Box, Ph.D.

"It can scarcely be denied that the supreme goal of all theory is to make the irreducible basic elements as simpleas few as possible without having to surrender the adequate representation of a single datum of experience."

Albert Einstein, Ph.D.

Reply #24 | Published on 28 February 2013 - 23:30:28

@LethalDose

Awesome, we're cool.

Like I said, I fully understand how many of the words I use can have negative connotations. I'm an engineer and tend to use words in a technical sense, while often ignoring their other connotations, because they are more descriptive. So "antagonistic", "core of this game", and "tricking your players can very easily sound like "mean spirited", "doing things the RIGHT way", and "malicious manipulation" when what I actually mean is "primary source of conflict", "rules as written", and "using obfuscation to facilitate a failed skill check to minimize the temptation to meta-game".

Paranoia and power plays also have unfortunate connotations. I use them to mean encouraging the players to use caution, planning, and manipulation to overcome obstacles (as they should in most dangerous situations). Contrast that with a very narrative game where the players, rather than being cautious, are actively involved in generating many of the conflicts.

As for hidden rolls not being in the "core" of EotE, again, I meant in the technical sense. Secret rolls are, quite literally, not in the core rules as they have been released. Beyond that, I still feel the dice mechanics "show everything up front" is intentional, and further indicates that the system was avoiding secret rolls as a playstyle choice. I fully accept I could be wrong, it could be an oversight, or it may appear in the core rulebook. It's just my interpretation.

So hiding a few roll results is NOT necessarily somehow contrary to the nature of EotE. It's just not in the rules, and I suspect that was intentional.

I simply cannot understand how is hiding a few roll results is somehow contrary to the nature or core of EotE.

No, I don't feel it is innappropriate to implement, or that it reduces the "richness" of the narrative generated. I do feel it makes the play style less like a fully narrative game, but that is not a comment on the "richness" of the narrative generated. You can get a great narrative from a simulationist game, and a poor one from a narrativist. The word narrative here is being used to describe two things: a playstyle, and an actual narrative. Taking information and narrative power away from the players and giving it to the GM will always make the game less narrative based.

That being said, would I ever want to play a game that was 100% in the narrative style? No, that's basically just free-form role playing. I like rules, I like simulation.

I really am just trying to encourage people to try something different.

Do I use secret rolls in my game? Yeah, I have for years. In EotE I try to limit myself to behind the screen rolls and leaving the player rolls untouched. I agree that EotE has vastly reduced the need for them, they still have their place. Again, just trying to show people that EotE DOES run different from a traditional D&D style game. Secret rolls are much less common, and opposing rolls aren't hidden, and there is ar eason for that. If a more simulationist game is desired GMs can change things up from the default, but I like to explain they can also work as written. It's just a different paradigm.

Thank you for the concilitory response by the way. I appreciate it.

Without Signature

Reply #25 | Published on 01 March 2013 - 04:27:44

(Can I just chime in here and say how refreshing it is to have civility on an online forum? Bravo to the both of you!)

"Experience: that most brutal of teachers. But you learn, my God, do you learn." - CS Lewis

"The plural of anecdote is not data."

Reply #26 | Published on 01 March 2013 - 22:37:56

I only bother with secret rolls on things where they may not know if they passed, such as a guile test or a when they are trying to pass off a disguise. There are many times when the outcome may not be immediately known to the characters. Here's how I do it:

I let my players roll their pool, including any boost or setback dice. That way, they know how the various environmental or situational factors affect them and have a general idea of their success chances.

I roll the challenge (purple) dice behind the screen. I have the players respond to me with a net result from their pool and modify it with my pool. I signal this sort of roll to my players with "I've got your purple". When they hear this, they know I'm rolling the difficulty dice.

This method has worked very well throughout our years long Warhammer campaigns and seems to be working very well with the new Star Wars campaign.

Tomorrow with take us away, far from home. No one will ever know our names. But the bard's songs will remain. Blind Guardian

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Reply #27 | Published on 02 March 2013 - 09:19:39
1
0

NezziR said:

I only bother with secret rolls on things where they may not know if they passed, such as a guile test or a when they are trying to pass off a disguise. There are many times when the outcome may not be immediately known to the characters.

That's how I'd imagined doing it, but I'm interested in testing out the fully open narrative method others are advocating.  It will probably take a few sessions, and if I find the players can't adapt and act on character knowledge, not player knowledge, then this would be the alternative.

 

Without Signature

Reply #28 | Published on 02 March 2013 - 12:49:19
2
0

I tend to agree with Nezzir.  I've been keeping more information out in the open lately, and EotE helps with that mentality.  Does it really matter if the player knows the target number to hit orcs # 1-12?  I think the character would figure that out pretty quick, and it saves bookkeeping.  It's the same with lockpicking or a lot of social rolls.  The character may not know his exact difficulty going in, but he's gonna figure it out pretty quick.  Just give them the difficulty.  You throw out about five seconds of realism and save yourself an extra thing to keep track of.

The trouble really comes in with "notice" checks, whether against stealth or some sort of deceit.  I don't even really like the players to know such a check has been made.  As a player, I don't like knowing much more than my character.  "You're walking into a trap, but pretend you don't know that," is not a fun roleplaying challenge (though really, when are PCs not walking into a trap?).

I haven't found an ideal solution.  It probably involves something other than dice.  Secret thunder behing a gm screen is kind of a dead giveaway when everything else is out in the open.

Without Signature
Reply #29 | Published on 02 March 2013 - 17:10:15

NezziR said:

I let my players roll their pool, including any boost or setback dice. That way, they know how the various environmental or situational factors affect them and have a general idea of their success chances.

I roll the challenge (purple) dice behind the screen. I have the players respond to me with a net result from their pool and modify it with my pool. I signal this sort of roll to my players with "I've got your purple". When they hear this, they know I'm rolling the difficulty dice.

Thanks much, I will add this to my notes!

Question - The RAW typically have the referee interpreting disadvantages/despair and the player interpreting advantages/triumphs. Since part of the results are secret, how are you dealing with this? The players will not know the net amount of disadvantages/advantages, so you as referee are interpreting advantages secretly for the players? The players WILL see a triumph roll. Is there a problem of the players interpreting the triumph without knowing whether the action was a success or failure?

   

Star Wars Edge Playaids
Warhammer Playaids

"I dont need a medal, God knows what I did" - SGT William Hisle, WWII, after receiving a letter regarding a belated recommendation for the Medal of Honor. A hero twicefold, he threw the letter away. RIP Grandfather.

 

Reply #30 | Published on 02 March 2013 - 17:35:58

The Grand Falloon said:

 

You're walking into a trap, but pretend you don't know that," is not a fun roleplaying challenge (though really, when are PCs not walking into a trap?).

I haven't found an ideal solution.  It probably involves something other than dice.  Secret thunder behing a gm screen is kind of a dead giveaway when everything else is out in the open.

 

 

Years ago using d20 I sometimes would roll several d20's before a session and have their results in order on a scrap piece of paper. If I needed a secret roll, I picked the top of the list then scratched it off, so the players would not hear/see me making a die roll. You could do the same with EotE by having a table of pre-generated die results (for all dice) to choose from, starting at the top.

Or, have a smartphone or Ipad behind your screen with the dice roller app and volume turned off?

   

Star Wars Edge Playaids
Warhammer Playaids

"I dont need a medal, God knows what I did" - SGT William Hisle, WWII, after receiving a letter regarding a belated recommendation for the Medal of Honor. A hero twicefold, he threw the letter away. RIP Grandfather.

 

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