RavenSinger
First Post
I've been poking around the boards trying to get some ideas on how to run my skill challenges better. I run a bi-weekly campaign in my own world, but I'm using the outline of "Rescue at Rivenroar" for the first adventure. I have run a few skill challenges, with varying levels of success (the interrogation of the hobgoblin, the finding of the hobgoblin hideout, etc.). The thing I can't get around is how to present them to the players. Do you say, "This is a skill challenge to see what information you can get out of the prisoner." Or can/should you be more subtle than that. I would hope the latter, but then not everyone would know what was going on (I fear).
I saw in the "Skill challenges not so cool" thread this quote from Cadfan:
This sounds great to me, but how does it work in the game? How do you set it up? Maybe I'm a bone-head, but I'm having a hard time figuring out how to present the challenge without interrupting the flow of the story. I guess I'm too used to saying, "Okay, roll initiative."
Any and all helpful suggestions and examples are very much appreciated!
--RS
I saw in the "Skill challenges not so cool" thread this quote from Cadfan:
. . .the trick is often to make sure the players don't know they're in a skill challenge.
They know they're making skill checks, but you do the success/fail stuff behind the screen, and use it without their knowledge to guide how you roleplaying the encounter.
This sounds great to me, but how does it work in the game? How do you set it up? Maybe I'm a bone-head, but I'm having a hard time figuring out how to present the challenge without interrupting the flow of the story. I guess I'm too used to saying, "Okay, roll initiative."

Any and all helpful suggestions and examples are very much appreciated!
--RS