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General Tabletop Discussion
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Failure stakes for a travel Skill Challenge
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<blockquote data-quote="Manbearcat" data-source="post: 7562551" data-attributes="member: 6696971"><p>Here is one way to organize it in 4e:</p><p></p><p>1) Every day of a Perilous Journey by default costs a cumulative 1 Healing Surge to each member that they cannot regain until the Perilous Journey ends.</p><p></p><p>2) Every day of Journey requires the completion of a C1 Skill Challenge (level being that of the Journey):</p><p></p><p>a) <em>Quartermaster (folding Make Camp/Forage/Manage Provisions into one) </em></p><p>b) <em>Navigate</em></p><p>c) <em>Scout Ahead (Possibly Group Check)</em></p><p>d) <em>Group Check of Take Watch </em></p><p></p><p>3) If all 4 are successful, then there are no complications (with Quartermaster success meaning the HS cost for the day does not apply) . You describe the day's journey in a travel montage and move on to resolve the next day's journey (should there be a next day) or you arrive at the destination.</p><p></p><p>4) If there are any failures, then you deploy a role-related complication (whichever seems most fitting; most grave, most relevant, most exciting) that the PCs must deal with. If the PCs reach 4 Successes in handling their complications at any point, the day's journey is complete, describe the change in gamestate and proceed to (3) above.</p><p></p><p>5) If the PCs fail the challenge of any given day, the consequences could be myriad:</p><p></p><p>* Next day's SC increases in level (with attendant fictional positioning)</p><p>* Healing Surge for travel increases</p><p>* Some sort of significant travel obstacle or setback emerges (weather, geographical, inhabitants, something exogenous, some relevant Character Theme problem is made manifest)</p><p>* Attack by the Condition/Disease Track</p><p>* Perhaps the journey was more arduous/misjudged and will require another C1 SC to resolve (begin at step 1).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7562551, member: 6696971"] Here is one way to organize it in 4e: 1) Every day of a Perilous Journey by default costs a cumulative 1 Healing Surge to each member that they cannot regain until the Perilous Journey ends. 2) Every day of Journey requires the completion of a C1 Skill Challenge (level being that of the Journey): a) [I]Quartermaster (folding Make Camp/Forage/Manage Provisions into one) [/I] b) [I]Navigate[/I] c) [I]Scout Ahead (Possibly Group Check)[/I] d) [I]Group Check of Take Watch [/I] 3) If all 4 are successful, then there are no complications (with Quartermaster success meaning the HS cost for the day does not apply) . You describe the day's journey in a travel montage and move on to resolve the next day's journey (should there be a next day) or you arrive at the destination. 4) If there are any failures, then you deploy a role-related complication (whichever seems most fitting; most grave, most relevant, most exciting) that the PCs must deal with. If the PCs reach 4 Successes in handling their complications at any point, the day's journey is complete, describe the change in gamestate and proceed to (3) above. 5) If the PCs fail the challenge of any given day, the consequences could be myriad: * Next day's SC increases in level (with attendant fictional positioning) * Healing Surge for travel increases * Some sort of significant travel obstacle or setback emerges (weather, geographical, inhabitants, something exogenous, some relevant Character Theme problem is made manifest) * Attack by the Condition/Disease Track * Perhaps the journey was more arduous/misjudged and will require another C1 SC to resolve (begin at step 1). [/QUOTE]
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