The Inalienable Right to be Cool
November 10, 2009 Ultimately, there's no need to have a player rolling dice for something that's not an essential part of the game. You use dice to create a moment of tension, when the outcome of something is in question. When the outcome is mandatory or inconsequential, though, resorting to that die roll adds nothing. At best, it's a minor thrill to tinker with the game piece. At worst, it's a frustrating punishment levied by fate.
Instead of using dice to govern skill use, I've been working with the idea of characters possessing, effectively, rights to effect the use of certain skills. Here's how it works.
Being in the band is a right, not a privilege, using this system.If a character puts a point into a skill, that's his way of telling me, "I would like to do something in the game that involves this skill." That's cool -- that's communication between player and gamemaster by using the system as feedback. After all, if a player didn't want to use the skill, he wouldn't have put his points in it.
Thereafter, I make a point of using that character's skill in a situation in-game. A character who took a point of, say, sailing -- he gets to navigate a craft through a dangerous channel, right a listing ship, or launch a rowboat before the galleon sinks. A character with the Drive skill might outmaneuver a pursuer, overtake a fleeing adversary, or thread the needle as a garage door threatens to lock him out of the warehouse. The Computer-savvy character intercepts a damning digital communication or finds the rival's location using a property search database.
The skills don't even have to be literal uses. The sailor character, for example, might recognize a curious knot used to bind a captive and know how to undo it or learn thereby that one of the captors is a fellow seafarer. The driver might perceive the smell of burnt clutch and realize the adversary has escaped. The computer guy knows that the hardware the rival is using to protect his hideout is susceptible to an electrical surge.
The benefit is that the character has the opportunity to feel cool and have a unique interaction with the story. It's just a detail, something that doesn't redirect the flow of the story as the vampire suddenly decides to, um, "hack into the police database" or "create a biotoxin" or "make my own dragonsbreath rounds." The other players don't have to sit idly by as he spins up a tangential minigame. The story doesn't lose its direction and the action progresses without undue lingering over details and set dressing.
You automatically succeed at doing this. It's part of what makes you who you are.It's also a great method by which a gamemaster can inject vital clues into mysteries and intrigues. In all but purely abstract combat games, specialized information needs to flow to the players, and it's tremendously empowering to have it flow to my character in a way that I've described as being his interest or forte.
Also notably, the player effectively has the right to use the skill. He doesn't rely on dice to tell him whether or not he exhibits the characteristic he paid to have. It's a non-system system, a way to grant benefit to a player without having to rely on the whim of mechanics or externalities to convey it.
It needs to be used in moderation, of course. Too many of these little defining characteristics become overwhelming, intrude on niche protection, and again steal the spotlight.
This doesn't fit perfectly into every system as written. It takes a little tweaking to use in the World of Darkness, as a few combat skills and abilities that make Disciplines function are part of the core and the "automatic" skills can't be evenly extracted. Still, these "guaranteed" skills can instead become Merits or even specialties. D&D as well relies on margin of success for some skills to define effects for abilities that call upon them (like feinting and jumping). With a bit of tinkering, though, this player-empowering system can fit into almost any tabletop ruleset.




