certain death and perception checks

Consider this scenario. I’ve seen it more than once so I think it might be interesting.

As ref, you describe a place that will definitely kill the characters if they enter. You don’t intend the adventurers to go in there — it’s just an illustration of the capriciousness of the owner. The adventure is somewhere else. So, say: the open archway is completely clear of sand, unlike where you’re standing outside of it. And right inside are the skeletons of three people who are dressed just like the people you know were exploring here last night. It looks like they crossed the threshold and died instantly then decomposed over at most a few hours.

From my perspective as ref I have made it totally clear that this path is barred. What I am selling here is the death of the friends not a puzzle. However, players will usually see a puzzle. So:

“I want to go inside and see what happened.”

Hmm, okay. It’s certain death. That doesn’t sound like fun. How about we tie a roll to it?

“Hrm okay. Let’s have a KNOW check then.”

Now this requires elaboration. The player may well think that failure means you don’t KNOW what’s going on. Success means you KNOW what’s going on. But this doesn’t lead anywhere interesting. I dunno means they go ahead and die. I know means I reveal it’s insoluable and the move on. Neither are very fun sounding. And what RISK would I apply here? Fail and die and also trigger a risk? Seems weird. Succeed and you can’t go there but also trigger a risk? Mmmmmaybe, sure. Success with no risk? It’s a hard success to celebrate so, hmmm, no.

And it fails to address the misunderstanding between ref and player. It maybe reveals it. So instead: explain the misunderstanding (you are humans, you can do this) and consider what the player really wants: they don’t want to know whether they can enter. They want to enter.

This reframes the player’s position in the context of the roll as “Do I KNOW how to enter safely?” At this point as ref I would be confident saying:

Risk is REVELATION (because I have an idea — the revelation will be that on entering you get the eternal enmity of the owning god but we won’t say that out loud right away).

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Don’t piss off the ibis god. You won’t like them when they’re angry.

Fail is death. You KNOW you can just enter. But you can’t. This is extreme but we’ve already established in the narrative that it’s lethal. Say it out loud. The player can still decide against acting. They want to enter but given the evidence maybe it’s wiser not to try. Not only will they die, but thanks to the risk their they die entering and the god (which in this actual case the players need to continue the path they’ve chosen) hates them.

Success with risk means that the revelation happens and the character knows away around the certain death. This is the divergence from the main narrative that risk tends to produce.

Success without risk means that the character knows a way around the certain death and the ref should narrate at will with this new direction. The god is apparently fine with this.

What I take away from this is that revelatory checks should do more than just reveal a fact. They should acknowledge the further intention of the player — what do they want to do with that knowledge — and play with that instead.

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