Hidden Secrets

The discovery of hidden things, objects and emotions is at the heart of role playing. Whether it is the monster lurking behind the dungeon door, the smiling politician with the hidden agenda or the cheating boyfriend, there is physical, financial and emotional danger lurking everywhere. Players have good reasons to be cautious and to look before they leap.

Despite the many hidden dangers in the world, most things are obvious and characters do not need to make actions to notice them. Game Leaders should lean towards giving players too much rather than too little information. If players want to search an empty room looking for secret doors or hidden treasure, the Game Leader should simply say they check it thoroughly and find nothing. This keeps the game moving quickly and lets players focus on the plot or their role playing rather than a constant stream of actions to search rooms or assess a non-player character's motives.

Deceit & Discovery

There are two types of hidden secrets each with a different role in the game. Deceit is used when one side is trying to hide something and the other side is trying to spot it. This covers ambushes, stealth, sleight-of-hand, traps and anything with a direct effect on the characters. In deceit the characters take actions and aim to beat the resistance scores set by an opponent.

The other form of hidden secret requires discovery. This is when the secret is inert, such as a concealed door or a set of animal tracks, and does not pose a direct threat to the characters. To find these secrets the players take actions and roll dice but the results are subjective. The Game Leader decides, based on a number of factors including the players' role playing, what the characters discover.

Awareness & Potential

It is always assumed characters are paying attention to the world around them - doubly so if they know or suspect they are in danger. However, paying attention takes effort, or potential in game terms. The more potential a character spends watching for ambushes or traps the less they have to carry out other actions including movement. This is reflected in the speed a character can move and their readiness for combat.

Most characters or monsters lack advantages such as Sharp Eyes that directly help awareness. They may have some advantages that are appropriate in some situations, e.g. using a Military Service path advantage while standing guard or Will Power to stay alert during a long night watch. However most of the time most characters will be relying on a potential action to garner a basic 1d6+0 action.

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open/mechanics/core/hiddensecrets.txt · Last modified: 2013/11/06 14:34 by darth_tigger
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