My job today is working on the format of exploration challenges. We have 75 or so of them, and we're play testing them and ironing out the wrinkles to make them as easy to use as possible. So my focus is on quality-of-life and ease-of-use stuff - sometimes as simple as changing the formatting, sometimes by adding extra information.
This is the first EC in the book and how it's currently looking after a bit of brainstorming and massaging. It's the same challenge, just tweaked in terms of presentation. So today I --
-- added a Suggested Area entry as this held me up in every playtest when an EC referred to the amount of time spent traversing it
-- trying out a standard DC (15 is a placeholder right now) rather than listing different DCs for each check and save in the description
-- moved the success/failure chart up next to the skill check which prompts it
-- other little changes
So, ignoring the actual mechanics (that's not what I'm working on here!) what in terms of presentation would make this easier for you to adjudicate on the fly at the table?
I'll add something important here -- there's a whole bunch of intro text you can't see here. But it basically says:
This is the first EC in the book and how it's currently looking after a bit of brainstorming and massaging. It's the same challenge, just tweaked in terms of presentation. So today I --
-- added a Suggested Area entry as this held me up in every playtest when an EC referred to the amount of time spent traversing it
-- trying out a standard DC (15 is a placeholder right now) rather than listing different DCs for each check and save in the description
-- moved the success/failure chart up next to the skill check which prompts it
-- other little changes
So, ignoring the actual mechanics (that's not what I'm working on here!) what in terms of presentation would make this easier for you to adjudicate on the fly at the table?
I'll add something important here -- there's a whole bunch of intro text you can't see here. But it basically says:
- these are just guidelines to help the GM adjudicate; it's designed to be freeform.
- inventive player solutions are to be encouraged and rewarded. If they figure out how to spend a resource to circumvent the challenge, this is working as intended.
- a challenge is only a challenge if you can't walk around it. If you can just walk around it, it's just a curious sight. The 'Leave it Be' entry assumes that it's blocking your journey in some way (say a mountain pass) and you have to backtrack and select a new route.
- challenges don't usually halt a journey; they just impose penalties if you fail.