right, and as to those pivotal skills, versus playing out scenes with regard to equipment, room features, conflicting NSCs or whatever: I like to think of skill checks as short cuts, one might want to use, but doesn't have to.
If you want to play out a social scene, go ahead. Convince me and I'll sure add a bonus to the reaction roll. And if you enjoy solving the puzzle trap yourself, all the better, let's play it out and forget about any skills for now ...
@wandererbill They are part of game design.
Many groups do their own game design at the table to fill in gaps in the printed design or to change things that are specified one way in the printed design but they want to the other way. That’s common in RPGs.
I make design decisions deliberately at every level—game selection, house rule writing, prepping, and at the table—albeit with mediocre success of course. It’s all a big experiment.
We are an inclusive Mastodon community for everything tabletop (and more).