"Uncertain" tasks

DFW

Mongoose
Does anyone use the MT mechanism of "uncertain" tasks? Where the player rolls one die and the GM the other so that the player doesn't know the outcome right away. I use it right now for Astrogation and Engineer jump tasks. Where the Astrogation effect rolls into the J-Engineers roll to determine accuracy.
 
Uncertain tasks are rare in our games, it usually means that the
players do not know and cannot guess all the die roll modifiers of
the specific situation. They roll normally for their characters' suc-
cess, but are not told whether the result was a success or a failu-
re until the consequences of the characters' activities set in.
 
I use the uncertain tasks.
The player rolls for the task and the ref rolls the same task secretly.

If the player and the ref succeed, the player knows he succeeded.

If the player and the ref both fail, the player knows for certain that the task failed.

If the player succeeds and the ref fails, the player only knows that the task may have succeeded but can't be certain.

If the player fails and the ref succeeds, then the player knows the task may have failed but can't know for certain

This is good for things like computer hacking tasks to avoid tripwires, or interpersonal tasks, and repair attempts, for example.
 
Having tasks set in stone is a handicap on the Ref. While I don't generally do opposed rolls for unopposed tasks, I will withold whether a task is simple in some cases.
 
Depending on the situation. Sometimes on rolls like Recon or where they cannot get feedback while working, or right away after making the task.

Sometimes I use open rolls with *deceptive call*. He rolls for a something that he have no idea how hard it is. He rolls, lets say, total of 5. This is far below the Target. However I say to him:

"This seems pretty easy actually. You manage to do it in no time and with no difficulties at all"
While actually, he failed pretty miserably and there will be consequences, later ;)

Always bringing drama and plots into the story development :)
 
Depending on the situation. Sometimes on rolls like Recon or where they cannot get feedback while working, or right away after making the task.

"Sensor systems are clear. Looks like there are no nearby threats."
A phrase my players have learned to loath....
 
locarno24 said:
"Sensor systems are clear. Looks like there are no nearby threats."
A phrase my players have learned to loath....


Yeah, what is it with players and no trust for the ref? Sometimes an empty room is just an empty room.

:twisted:

I did actually present our group with a genuinely empty room once. As I recall they spent over half an hour (real time) thoroughly searching it for something before giving up on finding anything but still suspected there was something there. That turned me off this type of hidden/partial hidden rolling for player actions, early in my RPG life.

Players generally hate "uncertain" tasks handled with "unseen" rolls. They mistrust the result. In my experience. It can bog a game down to a standstill. Sometimes it's just simpler to let them roll and they can see they rolled well so they and the character have confidence in the result, or they rolled poorly and they and the character aren't that sure.
 
Far-Trader: nah... I still like to do it...

Especially since one of my groups learned NOT to spend too long searching - since I'd be rolling for wandering monsters/encounters during that time... and adding a little onto the chances each time since they weren't moving around, but weren't even paying attention to their noise level or even posting a guard... :)

I tend to equate player noise level with character noise level... so when they get arguing and loud, so do their characters... :D
 
I personally think less is more in Traveller. Empty room, empty room, creature runs away, spooky but empty room, empty room .. characters are getting complacent and wanting to split up....empty room with footmarks....some spooky mist.....BANG - MASSIVE KILLER ROBOT AT SHORT RANGE!!!
 
Rpg players have some universal constants (especially if they've played D&D at least once). Show them a completely empty room and they will spend hours trying to find the secret passage or hidden compartment they are convinced is there. Even to the point of trying to take the floor up or knock holes in the walls.

Actually - might have an idea there. Any GM know of a party that checks the ceilings? Might be the best place to put a secret entrance? :twisted:
 
Oh god... don't you dare!!! We'll have all players stripping down each and every room they come to...

Mind you, best trick I played on the group was a secret door on a delayed closing mechanism, leading to a corridor that ran left to right - before turning to the north and then rejoining - with 2 secret passages in that far section - and a gelatinous cube patrolling the circuit...

took them a while to notice that they were going round in circles... :)
 
BFalcon said:
Oh god... don't you dare!!! We'll have all players stripping down each and every room they come to...

Too late, they already do that. The classic ubiquitous (in our group anyway) 10 foot pole was made for tapping and prodding ceilings (...CAVE IN!! lol), which I recall our group getting wise to at some point, after a lurker above dropped in once iirc. Ceilings were no longer ignored or trusted. Oh and mimics. Don't get me started on mimics...

Ref: "There is a large wooden chest in the middle of the room."

Players: (in a panic) "IS IT A MIMIC!? I SHOOT IT WITH MY CROSSBOW!! I CAST HOLD ON IT!!!"

...sometimes it was best to just given them a target.

Ref: "There is a single kobald sleeping in the corner of the room. He is stirring as your approach has awakened him."

Players: (yawning) "Oh come on, this is getting boring, where's the good stuff? We kill it, search it for treasure and move on to the next room."

...never realizing the kobald was the key to bigger things, or that the room held vast treasure behind a secret door, or any of a dozen other sneaky ref plants. That can be enough to make you cry too.

And then we discovered dopplegangers... the whole party was bent on killing each other off at the slightest hint of personality divergence...

Player "Wait, did you say the Ranger had a short bow now? Didn't he always use a longbow? DOPPLEGANGER!! I ATTACK!!"

...ahh, fun times :twisted:
 
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