PapersAndPaychecks wrote:Enforce logical consequences. (Exactly how are you going to fence the jewelled eyes you levered out of the spider god's idol? Who will you fence it to? Whose side are they on?)
Resolve challenges through narrative rather than dice rolls. (You're looking for traps? Where, how, what precautions are you taking? Oh, okay. There's a poison dart trap but it discharges harmlessly over your head.)
Although I agree for the most part I do want to say it has to be within some limits. By this I mean, the player’s comments must be taken in context to their real ability vs the character’s ability.
Example: I once joined a game where I was asked to play a thief. The DM made everyone describe everything they wanted to do in detail and “talk” through the effort. He then gave bonus or negative adjustments based on how you did. My character (the one he gave me to take over) was a seventh level thief. I, on the other hand, have never picked a lock and can only guess how it might be done. So when it came time to pick a lock I did my best to describe what I thought my character would do. But each time I received a negative because he said I did not sound like I knew what I was doing. Duh. I didn’t. My character on the other hand should have.
So while I agree try and get the players to play through a narrative, at times the player has to be given some slack to just not know.
Daniel