The Quest Rules Committee

Rules Proposal Examples

Locks

[ An actual proposal. ]

Lock-picking is a pain, for players, for the Props and Ops committees, and for GMs. Props has to keep a decent set of working Master locks and has to make sure that the lock combo sheets match them. GMs can't use their own locks, and can't build their own padlocks into props, because PCs won't have the combinations. GMs have to build props that can accommodate a padlock-style lock, since those are the only valid kinds of locks. And players have to keep those lock combo sheets handy.

Simplify.

Let's leverage an existing mechanism that everyone's already familiar with, and which makes everyone's life easier.

Let's make Locks work like tracking with Awareness. If your Locks skill is equal to or higher than the number printed on the lock, you open it. Note that many GMs have already started to do this; let's make it the rule.

It's simpler. It makes Locks work like other existing skills, thus leveraging existing mechanics. The Props folks no longer have to keep track of combinations or the colors on the locks, nor do they have to re-do the combination sheets every time we get (or lose) a lock. And GMs don't have to make sure they only use the locks in Quest stock; now they can use any lock prop they like.

Also, Locks drops from 1.5 points per level to 1 point; there's no reason to have it be 1.5 points given how often it is used.

Counterarguments

Now, one complaint is going to be that "people can pick locks instantly, since it takes no time to check a number." True. But let's leave that decision in GM hands. A GM who wants a lock to take a while can put notes saying "picking this takes 1 minute". Or 5 minutes. A GM now has the flexibility to control how long the lock-picking takes, thus giving the GM another tool with which to conduct games. Heck, a GM can even attach a combination lock and list a bunch of combinations if they want to. This system doesn't mean that combo locks are forbidden -- all it means is that a GM can use a combo lock if they want, but they don't have to.

Current

Lock Picking (1.5 points per level)

There are three levels of Locks. Each level gives progressively better ability to pick locks. This is represented by giving each character with this skill a number of lock combinations proportional to his level that match some of the locks used in the event.

Proposal

Locks (1 point per level)

This skill represents the ability to pick locks. There are three levels of this skill. When you see a lock during an event, it will have attached to it a card with a number. If your level of Locks is equal to or higher than the number on the card, then you may open the lock. (Not every lock at an event may be pickable with this skill.) Picking a lock will normally take some amount of time to accomplish, as specified on the card.

This would be a "textbook" proposal, if there were such a thing. The author starts off with a description of all the current problems the old lock system had, and then segues into his solution. He describes how his proposal would solve all the problems he mentioned. He then brings up a potential objection (instant lock-picking), but heads it off by providing an answer (GMs can specify how long it takes). And he finishes it off by presenting the original text of the rule alongside his proposed new text, so that we can compare the two.

It didn't get that way immediately, though. When the first version was put up on the web, people looked at it, and emailed the author with their comments. And after a while, the bugs were hammered out and the final version was put up on the Web.