The Hinterworlds Rambler
SOC-14 5K
and has nothing to do with this discussion.
Do you mean trying to list individual situational DMs? I agree that is an exercise in a lot of writing, on a nostradamus level.
I posit that Task Systems "sour the palate" of a Referee, and train them not to look at a given game scene with the on-the-spot quickness that keeps things moving.
A Referee should be able to see? Envision? An action and be able to assign an overall DM based on all factors. (The character, the action itself, the situation/environment, skills, special modifiers, etc.) and then do it. Roll them bones.
Obviously, if you have a steward trying to fix a Jump Drive with a butterknife, the rest of the crew should hope he is one bada$$ steward!
The above "system" may seem arbitrary to some, but it really isn't. It requires the Ref and players to really think about what is going on, as opposed to each task becoming a potential game stopper. You should not have to look thru pages to determine how to climb a rope, etc.
Part of the charm for the casual CT player in my groups was the "craps like" fast-paced action of things like combat or furious activity. 2d took us a long way.
Do you mean trying to list individual situational DMs? I agree that is an exercise in a lot of writing, on a nostradamus level.
I posit that Task Systems "sour the palate" of a Referee, and train them not to look at a given game scene with the on-the-spot quickness that keeps things moving.
A Referee should be able to see? Envision? An action and be able to assign an overall DM based on all factors. (The character, the action itself, the situation/environment, skills, special modifiers, etc.) and then do it. Roll them bones.
Obviously, if you have a steward trying to fix a Jump Drive with a butterknife, the rest of the crew should hope he is one bada$$ steward!
The above "system" may seem arbitrary to some, but it really isn't. It requires the Ref and players to really think about what is going on, as opposed to each task becoming a potential game stopper. You should not have to look thru pages to determine how to climb a rope, etc.
Part of the charm for the casual CT player in my groups was the "craps like" fast-paced action of things like combat or furious activity. 2d took us a long way.