• Susaga@ttrpg.network
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    11 months ago

    Por que no los dos?

    “But how were you able to make the casserole? Weren’t you busy with the boss’ plan?”
    “Nah, let me go over the details of the plan and explain how I managed to fit casserole prep into my schedule.”

  • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 ℹ️@yiffit.net
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    edit-2
    11 months ago

    What my players hear depends entirely on how well they roll. Nat 20? What do you know, the orcs just happen to be going over their plans. Nat 1? The orcs hear you. A passing roll, but just barely? You overhear one of them fart and 2 others laughing hysterically.

    This is a situation with an element of luck and you’re literally using luck to determine if they even succeed; why not incorporate the numbers in the roll to reflect the random nature of the game world’s reality?

    • Archpawn@lemmy.world
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      11 months ago

      Fail but barely? You hear one of them say he needs to use the chamber pot and head towards the door.

  • catonwheels@ttrpg.network
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    11 months ago

    My game is often based on my experience in corporateworld and my trauma there.

    So like me having two meetings last weeks and having three casual discussion regarding same problem. Where we said almost word for word same thing and came to same conclusion.

    They will hear the boss plan, and same plan next door. Because I am sure my players would by the third door complete misunderstand the plan making it wonderful when they look at their notes oh that was the plan.

  • Th4tGuyII@kbin.social
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    11 months ago

    As in you have them roll to see if the goons actually do discuss their plan for the 1000th time or not, or just to see what the juicy gossip is?

    • sbv@sh.itjust.works
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      11 months ago

      I’d still drop the hint, but there’s a complication (e.g they party has to wait longer, the goblin says it as they’re about to open the door, or someone coughs and hides some important detail).