Xref: utzoo rec.games.frp:1999 comp.sources.wanted:2965 Path: utzoo!mnetor!uunet!mcvax!ukc!its63b!hwcs!adrian From: adrian@cs.hw.ac.uk (Adrian Hurt) Newsgroups: rec.games.frp,comp.sources.wanted Subject: Re: Things people shouldn't know Message-ID: <1614@brahma.cs.hw.ac.uk> Date: 5 Jan 88 11:05:15 GMT References: <2305@k.cc.purdue.edu> <9867@ut-sally.UUCP> <7236@sunybcs.UUCP> <151@coplex.UUCP> Organization: Computer Science, Heriot-Watt U., Scotland Lines: 25 Summary: Other ways to deal with note-passing In article <151@coplex.UUCP>, jim@coplex.UUCP (Jim Sewell) writes: > Consider: > > Player> I search the body. > DM> You find 30 gp and this > > The other players invariably inherit bad feelings toward the player if he/she > does not produce some amazing magic item for them, where in the "real-fantasy > world" they might not even know of that "something else" written on the note. Another problem is when you roll dice to see what some unseen NPC/adversary is up to, and the players say "He's rolling dice, something's up." A cheap way round both problems is dummy notes and die rolls. Roll your dice, and grin. If someone asks "What's happened", grin again and say "Nothing yet". They should eventually catch on that dice rolled doesn't imply action. As for notes, try handing out a few notes saying "Have an evil grin, then hand this back." Timed properly, this can be great for paranoia (or Paranoia!). If, during the search, everyone gets notes, but only one or two have "Gem" or such written on them, then people who shouldn't know if something was found, won't know. -- "Keyboard? Tis quaint!" - M. Scott Adrian Hurt | JANET: adrian@uk.ac.hw.cs UUCP: ..!ukc!cs.hw.ac.uk!adrian | ARPA: adrian@cs.hw.ac.uk