(WARNING: long post, but has examples.)
I’ve been following this thread with interest since it concerns an general issue I’m trying to tease out as well. Luke’s comments a few pages back confused me and seemed to be at odds with Thor’s.
Let me tell you how I’m planning on running it, using a couple concrete examples, and maybe y’all can tell me if this is in the spirit of RAW—that’s my goal here.
In general, I’m running it the same way I run my current B/X-5e hybrid, which is:
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players enter a room and have a chance to look around
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I describe the salient features (appeximate dimensions, sense-info, obviously noticeable things)
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I wait to hear how they react and what they do (turning their questions into questions, which is excellent advice from the book)
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I provide more detailed information if available, ask what do you do?
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repeat steps 3-4 until a game mechanic is triggered, namely a trap or wandering monster check (which I roll if they’re taking forever asking me things, which usually doesn’t happen)
(6) it is possible that purely through description and interaction they will discover a secret door/trap and possibly also the way to overcome it. If so, then that’s what happens. Congrats.
(7) if not, they can move on or go to dice, using the base 1/6 chance per toon per turn to search, and if they get that 1/6 chance and they’re searching “in the correct area” (B21), then they find it. if not, then we move on. A character has only one chance (B21) to search for a secret door in particular area.
So that’s the Moldvay procedure, at least as I’ve been running it. Note two things: (1) if I get tired of them asking me things, that’s taking up at least the same amount of game time as real time, and so I’m advancing the turn clock and calling for those nasty wandering monster checks, and their torches are dwindling; and (2) one check per character per area.
Now, in Torchbearer, I’m thinking the RAW says to do the same thing (or at least allows the same thing to be done), with the exception of (5) since “wandering monsters” aren’t bound to game time, but I imagine the ref would be in his rights to say that pixelprodding should count as a Scout check and just make them go to dice.
The big difference, it seems to me, would be in step (7). Here, the players have a big choice to make. If they go to dice, then they KNOW something bad is going to happen on a miss. Someone’s going to get conditioned, or there’s going to be a twist. In Moldvay, if you search for two turns, one of your torches loses 1/3 of its life, and there’s a 1/6 chance of a WM. So it could all be pretty much fine. Not so in TB, and I like that.
The $10k question is: what is there’s nothing there? Just taking the success/fail rules as I understand them, here’s the situation when SOMETHING IS there:
SUCCESS: you find it. (Now how do you disarm/open it?)
CONDITION: you find it, but you’re tired, hungry, injured (from the trap going off or the door closing on your fingers)
TWIST: while you’re searching, the orcs come in carrying a still-living sheep on a skewer
On a twist, you don’t know if it’s there or not because you failed. That means, if you survive the encounter, you’ll have to make the decision about searching yet again, and by now you’ve burned at least one turn.
When NOTHING is there:
SUCCESS: you are really sure that nothing’s there, and you’re right (unless it’s magically concealed or otherwise impossible to detect by your Scout skill or what have you)
CONDITION: as above, but you’re angry that you wasted so much time on it
TWIST: while you’re searching, the orcs come in carrying a still-living sheep on a skewer.
In either case, a twist means you have no idea and either have to move on or start the procedure again, which is fine, because your resources have signficantly dwindled during this period. In other words, you’ve got more interesting choices now, even though you don’t really have any new information.
CONCRETE EXAMPLES
Here are two examples. They’re set up the same way.
Begin turn 1.
The party walks into the room. It’s 30x30 with murals on the wall that provide clues to the history of the place and maybe help out in the “final” room. There’s a dais at the far end, with a throne. A crystal ball is on a pedastal in front of it. Braziers line the red-carpeted aisle up to the dais.
The players ask about stuff. I give more info, probably making it up on the spot. There is no secret door, although the players suspect one might be on the west wall because of the way their map looks. There is a trap on the throne. It’s triggered by sitting on it. Blades will shoot up through holes in the pressure plate concealed by the seat cushion.
EXAMPLE (DOOR)
The party’s caller (ahem, Leader) says, let’s check the west wall for secret doors. I ask him what he does. He says tapping on the wall with his 10’ pole, kinda vague about it. I know there’s nothing there, but I call for a Scout check. He succeeds. He knows there’s not a secret door on the west wall.
Begin turn 2.
EXAMPLE (TRAP)
Now the party turns its attention to the throne. They are of course wary. After some interrogation, the warrior decides to toss the burglar’s cooking pot on the throne. (Is that heavy enough to trigger it? I either decide or randomly determine. We’ll say it’s not heavy enough.) Nothing happens. Warrior still suspicious. He puts the pole in the cooking pot and pushes down as hard as he can. Trap triggers. Cooking pot flies off the seat. No check. Still turn 2.
NOW THEN
Am I missing something here? Is this a valid RAW procedure?