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In the second one, players treat the game world like a point-and-click adventure game.Like there’s a button labeled Climb, one labeled Diplomacy, and one labeled Religious Knowledge.Originally, I wrote this long, rambling introduction about picking a role-playing system to run modern-era mystery games and about arguments with people about binary skill systems and why I personally prefer the freedom binary systems afford over things with narrative dice pools and hippie-dippie drama point bulls$&%. When you start looking at mystery gaming, most of the issues (apart from the big one about how to structure a mystery story) are really about using the game’s skill system to its fullest potential.But I realized it was just a bunch of garbage meant to forestall arguments about which game systems were superior and justify all of the great advice I am about to selflessly bestow on all of you. And the same techniques you use to run a great investigation apply broadly to just about any skill-based encounter or adventure in just about any RPG system. But I’ve never been above milking a topic until there is nothing but chalky, white dust issuing from a shriveled… I’ve always been willing to exhaustively explore the full scope and scale of a topic, splitting infinitives with reckless abandon as I go.

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And yet, players often respond with “can I roll a Hisory check” based on the fact that it is their highest skill and they want to roll that one.Anyway, that was fun, but what do you want to do about the guard?” Player: “I meant I wanted to roll that check at the guard.” DM: “Well, he’s impressed by your roll too, but he didn’t bring is twenty-sided die. Otherwise, it’s a waste of time and makes die rolling seem trivial, robbing the game of dramatic tension and frustrating the players.Assuming a lock is within the PC’s skill level, they will eventually pick the lock and get it open.

But if the room is filling with water or monsters are beating the snot out of the PCs, the question is not whether they succeed, but whether they succeed in five rounds. That is why it is not enough that success and failure are possible.

Again, this causes them to sometimes choose the wrong skill.

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