Tue 20 Jun 2023, 23:45
I Don't let my players "want to roll for thing". It breaks down the standard GM/Player social contract and leads to issues. That is(the contract), for the GM:
1. Answer Questions about the world, in a consistent way. (This make the world feel real). This also includes setting up an initial scene.
2. Apply rulings in an impartial way, calling for use of game mechanics when needed.
For the players:
1. Ask questions about the world. i.e. What do I see down that hallway? Is there a sound coming from that door if I put my ear to it? Etc.
2. Make choices based on information given.
When this isn't followed there's this sort of breakdown between what the players are doing and what you as a GM are telling them. It's a sort of "I try to open the door, I will roll lockpicking! Aha I got a 1"... but the door wasn't locked it was barred this isn't being a meany and telling them that their roll of 1 is meaningless, but it makes no sense to roll lockpicking at all on an unlocked but barred door. This of course is an silly example of using the wrong skill for a situation, but it applies when it's the right skill, but as a GM I don't know what success might look like going in.
Remember, at the core of RPGs is a conversation. Talk about it, ask questions of each other, then make the roll when you know why you are doing it.
In this case a player wanted to know about a tattoo, as a GM I need to ask, "Do they have a reasonable chance at knowing? If they do what would they know about it?" I'd definitely give them my best description as a starting place. When a player calls and makes a roll, I need to interpret what success in this case with that skill means. If I call a roll, because I asked this question of myself first, I know what success would look like. If the best the player can hope for is knowing that they've seen it in certain places but not what it means, that's what success means. If they have done a lot of study or know very well lore of local cults, then success absolutely should be being able to give a name to that organization. Try establishing stakes and the rewards for success before making the roll. Blades in the Dark, among other games, has this as a mechanic where the GM decides explicitly how dangerous failure is and what effect success will have each time before calling a roll.
Sorry, I know you were trying to give a warning and not asking for advice. And feel free to ignore my advice, but I thought I'd post this here in case someone reading this is afraid of the same problem they might be able to get out ahead of this and learn some tips from an old veteran GM.