Random GM Tip – Skill Biases 0 ▲ The Alexandrian 1 hour ago · Tech · hide · 0 comments If a GM runs systems where they call for specific skill checks (e.g., “give me a Computer Use check”), my experience — from both sides of the table — is that they’ll often develop biases in the skills they call for. Sometimes this will just be a natural consequence of skill design (Spot Hidden in Call of Cthulhu has a far more universal application than Geology), but often it’s just familiarity and comfort: They habitually reach for Field Medicine, even though Cybernetics or Pathology might be better fits. Or maybe they just never think to call for Mysticism checks. These biases affect both rulings made at the table and adventure design. Either results in a flattening of the game world: If you’re not calling for Cybernetics checks, for example, then it likely means that you’re not including cybernetics meaningfully in your game. (Or, at least, keeping it out of the spotlight.) If you’re running a system with skill overlap, of course, it’s fine for multiple skills to be applicable, but… No comments yet. Log in to reply on the Fediverse. Comments will appear here.