{"id":876,"date":"2003-09-26T15:26:00","date_gmt":"2003-09-26T15:26:00","guid":{"rendered":"http:\/\/random-average.com\/?p=876"},"modified":"2003-09-26T15:26:00","modified_gmt":"2003-09-26T15:26:00","slug":"making-the-lower-levels-not-matter","status":"publish","type":"post","link":"http:\/\/randomaverage.com\/index.php\/2003\/09\/making-the-lower-levels-not-matter\/","title":{"rendered":"Making the lower levels not matter"},"content":{"rendered":"<p>While <a title=\"Population: One: WISH #66: Pesky players\" href=\"http:\/\/popone.innocence.com\/archives\/001207.html\">talking about something else<\/a>, Bryant mentioned something called the &#8220;No Myth meme&#8221;, which sounds vaguely interesting, especially when combined with task resolution:<\/p>\n<blockquote><p>The No Myth meme rejects preplotting altogether; a No Myth GM doesn?t know anything about the world other than what the players have seen; <b>a failed task resolution check doesn?t mean the players have failed, it means there?s an additional obstacle in the way of reaching whatever objective the players have chosen.<\/b> And that?s a reasonable approach.<\/p><\/blockquote>\n<p>This gives me something of an insight into how one would logically be able to run certain kinds of games in d20, even with low-level characters: if failure (one a skill check, for instance) actually just results in the situation become one level more complicated, then you have a framework in which a 1st level character can play in any sort of game at all &#8212; some situations may be (or become) too complex to be worth the effort of resolving, but you don&#8217;t have to worry about a situation where simple low-level skill scores make it impossible to succeed at certain tasks.<br \/>\nGM: &#8220;The door&#8217;s locked.&#8221;<br \/>\nPlayer: &#8220;I pick the lock.  I did that last time I was through here.&#8221;<br \/>\nGM: &#8220;Let&#8217;s have a roll.&#8221;<br \/>\nPlayer: [rolls] &#8220;Ulp&#8230; umm&#8230; how about a 5?  Total.&#8221;<br \/>\nGM: &#8220;Well, it was easy enough the last time you worked this door, but this time you get over-eager and snap the lockpicks off in the lock.  How will you approach the problem now?&#8221;<br \/>\nGranted, I&#8217;m not sure this can apply in &#8216;opposed&#8217; situations (sneaking versus someone else&#8217;s listen, or, more obviously, combat), but in most other cases it should be pretty doable.<br \/>\nI can certainly see applications for this in some genres.  Pulp is a good example, as is any sort of fantasy setting with lots of intrigue, and of course I&#8217;d be remiss if I didn&#8217;t point out that it works really well in a Spycraft campaign.  I can think of any number of situations in, say, Alias where, by failing, the protagonist simply causes the situation to become more complicated.<br \/>\nSneak in and steal something.<br \/>\nSnag fingerprint to get into door.<br \/>\n> Take too long in the lab (blew the first search roll).<br \/>\n>> Have to talk your way past guard who, since you took so long, noticed you leaving the area.<br \/>\nEventually, you get to a point where, if you&#8217;ve screwed up quite a bit, you find yourself strapped to a chair and getting dosed on sodium pentathol, but really that&#8217;s just another level of complication to deal with.<br \/>\n(Or, in a 1st-level Amber campaign, Corwin just built up so many complications in his first assault on Amber that he ended up blinded and stuck in a dungeon cell. \ud83d\ude42<\/p>\n","protected":false},"excerpt":{"rendered":"<p>While talking about something else, Bryant mentioned something called the &#8220;No Myth meme&#8221;, which sounds vaguely interesting, especially when combined<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3],"tags":[],"class_list":["post-876","post","type-post","status-publish","format-standard","hentry","category-d20"],"_links":{"self":[{"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts\/876","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/comments?post=876"}],"version-history":[{"count":0,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts\/876\/revisions"}],"wp:attachment":[{"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/media?parent=876"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/categories?post=876"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/tags?post=876"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}