On 28 Feb 2016 2:47 am, "David Jaques-Watson" <xxxxxx@pcug.org.au> wrote:
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> Dear Folks –
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> Tim asked:
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> > Anyway, how legitimate is it for a player to query what difficulty level a task was? 
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> I run MT games, and I usually tell the player the Difficulty Level. That way, if they think it’s too hard, they can start to do things to make it easier. For example:
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>               -  they might declare a Cautious attempt, taking longer but reducing the difficulty one level;
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>               - they might looking for equipment to help (like a pry bar to open a stuck door);
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>               - they might enlist the help of other PC’s (borrowing Tactics Points, or JoT for example); or
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>               - they might try to work out a set of enabling tasks that – if successful – may reduce the difficulty of the final task.
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> All of which rely on the player knowing what they’re aiming for.
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That's a good point and why I might use language such as "that looks difficult" or "really hard".  Perhaps I shouldn't be so hung up on hiding the mechanics though .  great tip thank you.

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> But if you like, you can always force them to make an Uncertain roll to estimate the difficulty of the task…  :-D

Yes, I did like that about MegaTraveller.  As part 1 of my adventure used MT's research rules verbatim (Book 10: Cosmopolite hadn't come out then), I can't see why part 2 couldn't pinch these as it's much more interpersonal and perhaps uncertain. 

TravCon technically expects Mongoose rules but as Dom's mentioned his hybrid (and there have been others), everyone seems very relaxed about what actually happens.  I'm wondering when Mongoose 2nd edition will be the default.  I'm assuming it will be.  Next year?

tc