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Failure stakes for a travel Skill Challenge
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<blockquote data-quote="darkbard" data-source="post: 7565184" data-attributes="member: 1282"><p>Well, we were supposed to play yesterday, but plumbing and electrical problems at my home this weekend made that impossible, so I have more time to opine here instead. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p></p><p></p><p>Generally, this first part is excellent advice, and I agree that intent takes precedence over task in such cases. Of course, part of my dilemma here is that I'm trying to shoehorn stakes into a game where the default system does not assume the setting of stakes as part of travel (as a result of all at the table agreeing that this is how we want travel to be at Heroic tier in a PoL setting, as discussed above).</p><p></p><p></p><p></p><p>Again, this makes good sense. And this is one of the reasons why initially I was reluctant to include failure to travel from X to Y without getting lost among possible outcomes: the PCs will travel along one of only two clearly marked roads in the Nentir Vale, and getting lost in such a situation seems to defy what makes sense in the fiction. But perhaps this is "holding on too tightly." Part of playing to find out what happens (for all of us!) might very well entail discovering a fork in that road that isn't marked on the map, etc.</p><p></p><p></p><p></p><p>Wouldn't that make him Jonathan <strong>Teenager</strong>, or are you considering the 13th year [Age] as age twelve? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p></p><p></p><p>This is a very useful way of thinking about these matters.</p><p></p><p></p><p></p><p>At the beginning of our next session (or, perhaps, the one after if this journey doesn't come about immediately), I think we need to have a clearer discussion about intent as well as task. Regardless, since we all want there to be stakes to travel and not just simply have this be an instance of color, I will implement [MENTION=6696971]Manbearcat[/MENTION]'s proposed system above for each day of travel (C1 SC per day with checks made to Quartermaster, Navigate, Scout, and Take Watch). However, pending the outcome of that discussion, failure to arrive at their destination may or may not be an outcome of failing the SC overall. (Interestingly, using Manbearcat's proposed system means that, statistically, short journeys like this will almost never fail but long journeys have a much higher chance at failure (as the players run into a string of poor dice rolls), which models well the uncertainty of travel we are looking for!)</p></blockquote><p></p>
[QUOTE="darkbard, post: 7565184, member: 1282"] Well, we were supposed to play yesterday, but plumbing and electrical problems at my home this weekend made that impossible, so I have more time to opine here instead. :D Generally, this first part is excellent advice, and I agree that intent takes precedence over task in such cases. Of course, part of my dilemma here is that I'm trying to shoehorn stakes into a game where the default system does not assume the setting of stakes as part of travel (as a result of all at the table agreeing that this is how we want travel to be at Heroic tier in a PoL setting, as discussed above). Again, this makes good sense. And this is one of the reasons why initially I was reluctant to include failure to travel from X to Y without getting lost among possible outcomes: the PCs will travel along one of only two clearly marked roads in the Nentir Vale, and getting lost in such a situation seems to defy what makes sense in the fiction. But perhaps this is "holding on too tightly." Part of playing to find out what happens (for all of us!) might very well entail discovering a fork in that road that isn't marked on the map, etc. Wouldn't that make him Jonathan [B]Teenager[/B], or are you considering the 13th year [Age] as age twelve? :D This is a very useful way of thinking about these matters. At the beginning of our next session (or, perhaps, the one after if this journey doesn't come about immediately), I think we need to have a clearer discussion about intent as well as task. Regardless, since we all want there to be stakes to travel and not just simply have this be an instance of color, I will implement [MENTION=6696971]Manbearcat[/MENTION]'s proposed system above for each day of travel (C1 SC per day with checks made to Quartermaster, Navigate, Scout, and Take Watch). However, pending the outcome of that discussion, failure to arrive at their destination may or may not be an outcome of failing the SC overall. (Interestingly, using Manbearcat's proposed system means that, statistically, short journeys like this will almost never fail but long journeys have a much higher chance at failure (as the players run into a string of poor dice rolls), which models well the uncertainty of travel we are looking for!) [/QUOTE]
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