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Judging a Chili Cook Off
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<blockquote data-quote="Lacyon" data-source="post: 4551811" data-attributes="member: 63046"><p>This is a really difficult thing to do in a module for publication. If I were to run this in a game, I'd (focusing on the "better deeds" option for now):</p><p> </p><p>1) make sure that the individual deeds reported are each appealing to different characters in the game. Some players/characters will favor raw strength, others will favor courage in the face of adversity, still others might see the value in simply doing the right thing day after day, etc. This is the hardest thing to do in a published module, because you can't tailor the specific deeds to what will impress the PCs.</p><p> </p><p>2) make it apparent (to the players, at least) that this choice is likely to have consequences downstream. Maybe the NPCs present themsleves as nobility or directly offer "encouragement" for the PCs to choose them. Perhaps the PCs feel magically compelled to answer, one way or another. Perhaps avoiding the encounter entirely is a valid choice with its own consequences. The players, though, should understand that this is a meaningful encounter.</p><p> </p><p>3) provide some mechanism for breaking deadlock if the PCs can't decide on an answer. This could be as simple as making sure that the number of PCs doesn't evenly divide into the number of contestants (so there can't be a tie if it's put to a vote), or as complicated as having the PCs run opposed skill checks to convince each other. Perhaps the actual judges are NPCs, and the PCs must use their skills to convince the judges to vote in favor of the PCs' choice - and if each PC chooses to promote another candidate, the results of that challenge determines the outcome.</p></blockquote><p></p>
[QUOTE="Lacyon, post: 4551811, member: 63046"] This is a really difficult thing to do in a module for publication. If I were to run this in a game, I'd (focusing on the "better deeds" option for now): 1) make sure that the individual deeds reported are each appealing to different characters in the game. Some players/characters will favor raw strength, others will favor courage in the face of adversity, still others might see the value in simply doing the right thing day after day, etc. This is the hardest thing to do in a published module, because you can't tailor the specific deeds to what will impress the PCs. 2) make it apparent (to the players, at least) that this choice is likely to have consequences downstream. Maybe the NPCs present themsleves as nobility or directly offer "encouragement" for the PCs to choose them. Perhaps the PCs feel magically compelled to answer, one way or another. Perhaps avoiding the encounter entirely is a valid choice with its own consequences. The players, though, should understand that this is a meaningful encounter. 3) provide some mechanism for breaking deadlock if the PCs can't decide on an answer. This could be as simple as making sure that the number of PCs doesn't evenly divide into the number of contestants (so there can't be a tie if it's put to a vote), or as complicated as having the PCs run opposed skill checks to convince each other. Perhaps the actual judges are NPCs, and the PCs must use their skills to convince the judges to vote in favor of the PCs' choice - and if each PC chooses to promote another candidate, the results of that challenge determines the outcome. [/QUOTE]
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