AustinRamsayGames
@AustinRamsayGames

Inspired by recent discussions of an Actual Play.

EDIT: I can't believe I have to do this. sigh

  1. TTRPGs that don't use dice (or any randomizer) are still TTRPGs and great fun.
  2. The "win condition" of a TTRPG is having fun with your friends (this can include stories that end with everyone crying).
  3. I believe that there are three parties that have input on the story: the players, the GM, and the dice. Obviously this changes if you're playing a game that gets rid of 1 or 2 of those elements.
  4. If a certain dice result would be uninteresting enough that you'd want to discard it entirely, you must ask why you would roll in the first place. This is the same for whether that would be success OR failure.
  5. Finally, check out my Itch store.


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in reply to @AustinRamsayGames's post:

in reply to @AustinRamsayGames's post:

It's one of those things that made me hate Charisma checks, because I have had players act their socks off and just improv magnificent speeches on the fly. Then they role a 2. This happened enough in the past that I just give them an auto crit if they impress me enough, and if the rules lawyer at the table insists that they roll I tell them to shove it.

I will usually have people roll checks like that before they roleplay the scene, that way they can make their play match the results. I think if you do plan to roll following the play, either just letting players auto succeed for good rp or using any of the other systems DnD offers to reward players (advantage, inspiration, a lowered DC, etc.) can help reduce that frustration.