The perception in the January
According to Wikipedia the perception is a process that allows the higher nervous organism, through the senses, receive, process and interpret information from their environment. It is evident therefore that the perception is a complex process, far more than you normally is explained in the different rules of RPGs, which tend to be explained fairly basic, sometimes without even having skills. The reality however is that perception is somewhat more complex. Gast7 made an approach
the subject quite interesting. Here is mine.
A first aspect is that perception can be divided into active (conscious attempt to discover something) and passive perception (realize something without engaging in a conscious way to find out).
Perception active : During a game there are many options for using active perception but the most commonly used are:
Make a roll with the ability or property specified in the regulations with a standard difficulty for all players .
Ask the player to explain to us what she does in her quest for information. Perform (or not) a run with a standard difficulty for every player modified by the actions described by the player.
a player in the right place at the right time using appropriate skill. (Gumshoe system)
my opinion the former is the typical "first role, the third, can fall into a infrainterpretación of pj, not having to struggle in the minimum while The second person is the one I prefer.
Passive Perception: The use of passive perception is the responsibility of the master as this reflects the likelihood that a player is conscious in a moment of something without actively seeking it. As an example of that is being followed or a room is smaller than it should because of the size of the hall and other rooms for example.
The Masters typically use the following options:
ask a player to make a run or ask a player who has value in perception and makes a run with a standard difficulty all players or ask what skills you have (Gumshoe).
has recorded scores in perception of the players and make a run hidden or observed the skills possessed by players without saying anything about a difficult standard for all players.
is quite evident that the second option is best placed to prevent a player fails the roll of perception commissioned by the master, the master asked his assessment of perception or what skills you start looking or and just know that in that place or time something has been overlooked.
A second aspect is that perception involves physical aspects (receive), emotional and situational aspects (developed) and cultural aspects and sensitivities (interpretation).
physical aspects:
The way we receive information depends first on the physical substance of our character: Is it myopic? "Color blind? Is there any sense of smell?. Masters usually take into account on a regular basis the physical aspects of the characters. The characters have malus in case of a single eye or other sensory deficit. In this respect there is not much to say.
emotional and situational aspects :
One aspect we should consider is how we produce the information. We do not pay much attention if we are relaxed in a state of agitation. If we walk without thinking about anything in particular that if we concentrate on anything. Nor pay the same attention if we make any action or not, depending on the action. A perfect example would be using the phone at the wheel.
As masters should have in mind these aspects during the passive perception of difficulty in assigning to each player.
cultural aspects and sensitivities :
The final aspect is how we interpret the information received and processed. It is clear that the cultural influences of exercise each filter and what he calls the attention of a person totally ignores another. This is what we might call look. Two people in the same place at the same time under the same circumstances may look the same and "interpret" things differently.
acquired knowledge, training and even practiced sensitivities or personal tastes affect the personal view of each. That is why the masters should adjust the difficulty to perceive some aspect of both active and passive cultural knowledge, training and sensibilities of each character and these define a way his eyes (especially in games research)
Some examples:
Knowledge: Two characters are going through a building. The first is a doctor and not pay attention to the aspect ratio of the different areas of the building (hallway about rooms), while the second is an architect ever seen in an unconscious way the dimensions of the spaces of the building. In this case apply the same difficulty to a another character that would be unreal. It is normal to make it easier for some people perceive that with what is familiar.
Training: Two characters are making a record of a room. One is a private detective and one university professor. Whether the detective has a better value in the ability to discover, know where to look, because of their own training.
Sensitivities: Two characters are walking down the street to a destination. Being followed by black thugs hired by the villain. One player has specified that his character is racist, therefore it is normal to detect those who are not targets of an environment, and therefore fix them. So I should be more easy to detect that follow that the other character.
Finally we must also consider that the perception of each is subjective and therefore it is necessary to hide the rolls, but in case of failure should have some answers to give players a way that not generate unrealistic alertness. For example: A master makes a shot by a robber in a dungeon and the player realizes. Chuck is a failure. Needless to say he does not see nothing. You can claim to have heard a strange echo that one of the symbols of the wall is familiar or curious or their peers are making more noise than usual.