After we talked about Adversarial GMing Andy Hall asked us to chat about Adversarial Players. This may be just as hard to define as Adversarial GMing, but let’s see what we can do with this. Lets talk about adversarial players in rpg’s.
Interpreting die rolls, or do you use degrees of success with systems that don’t facilitate such a mechanic? Of course there are role-playing game systems like Fantasy Flight Games Star Wars RPG or Powered by the Apocalypse Dungeon World, and even Savage Worlds all have some type of heightened success or failure. But what about the popular d20-based systems where a confirmation of a critical hit is the extent of a degree of success, yet certain lacks any mention of ‘coming close’ or ‘just misses’ via a target number that is usually pretty cut and dry. You either made it or you didn’t.
GM screens are great for referencing rules without having to page through a thick rpg rule book. Some of us choose not to use them because they can be intrusive and create a physical barrier between the players and the game master. Use them or not, there can be some pretty creative screens out there – be it fold out plastic Castle Greyskull or using cd jewel cases, they can add some pizzaz to the rpg game table.