Jun 10, 2019, 7:54 PM

@faraday said in GMs: Typical Player/GM Bad Habits:

@Coin said in GMs: Typical Player/GM Bad Habits:

Let me roll to find the right avenue of investigation or interaction.

There has to be a balance though. Everyone realizes that players don't have the same skills as their PCs. But without players making decisions as to the approach, everything boils down to just dice with no actual storytelling.

I play a lot of Shadowrun, which is often built around heists. Rolls are used to give you tips as to the feasibility of various approaches, but ultimately planning the heist is the whole point of the game. If you just boiled it down to "I roll to figure out what's the best way into this building" and then "I roll to figure out if we succeeded" then it's no fun.

Combat is often done this way too in most games. The GM doesn't make you roll to figure out what the best attack is. You choose the attack, and the dice tell you whether it worked. I don't see why investigation/bluffing/etc. should work fundamentally differently.

Yes, but there's a fundamental difference between, "we are using a tactic that may or may not work, and even if it doesn't work, moves the story along" (as could happen with planning a bad heist and having it go pear-sheped) and "we are taking a tactic that will lead nowhere, the storyteller knows it, and does not provide further avenues for progress". If you tack on a (common) smug comment about how "evil I am, bwahahah, I'm the most evil ST ever, bwahahaha" from the GM because they feel they are so smart because no one can figure out their plot, and you've you got a pretty frustrating time.