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  1. P

    Alternatives to map-and-key

    This terrain system seems like it generates a "playing board" - with the players ("sides") already determined. Have you used it in a version/variant that will establish latent scenes/situations?
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    Alternatives to map-and-key

    And another possibility - that I'm used to from 4e D&D and Burning Wheel - is that the player has to tell us what their PC is saying in order to enliven a check at all; and that if their narration or performance is terrific, then they get +2 (in 4e) or an advantage die (in BW). The idea that...
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    Alternatives to map-and-key

    It is used literally: OK. I don't think the OP makes any claim about how preponderant various approaches to establishing and progressing scenes/situations are. Although @Micah Sweet seems to think that map-and-key is common enough to count as a norm or a default, so you may wish to take that up...
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    Alternatives to map-and-key

    Based on my reading of your example, one significant difference I noticed from a skill challenge is that a player (or the GM?) can attempt to resolve at any point, whereas in a skill challenge the players can't attempt to resolve until they are one success short. So the pacing/dynamics are...
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    Alternatives to map-and-key

    Just for the sake of clarity: am I right that you've got in mind that the whole "shorter path" idea only makes sense if the GM is making relatively unconstrained decisions about the consequences, in/for the fiction, of the PC succeeding at this action or that action; and so decides that this...
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    Alternatives to map-and-key

    I will summon @thefutilist on this: I think that one point thefutilist has made in previous posts is to contrast the relatively "closed" situation of In A Wicked Age (all the "players" are on the board from the outset, with their "best interests" laid out) with an approach like how you describe...
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    Alternatives to map-and-key

    I mentioned Classic Traveller trading play upthread, but didn't put it in the context of GM-less play. Which is something the rules expressly flag. It relies on the players being able to use random generation for worlds, for cargoes, etc.
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    Alternatives to map-and-key

    @AbdulAlhazred Generally I would use complexity 1 or 2 challenges in a broader context (eg combat), in which case they are generally more of an action sink than a chance to fail. With more complex skill challenges, as you say these will tend to absorb more resources. Mostly the players...
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    Alternatives to map-and-key

    It's a decision about "weight", about the degree of focus/attention to be given, in play, to this particular matter. Which is no more arbitrary than, for instance, deciding that when the PCs crest the ridge they see 20 rather than 10 or 100 Goblins waiting to attack them (or to attach the...
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    Alternatives to map-and-key

    Here are some examples from actual play, when I GMed a session for a parent and two kids - I've started from the list of characters, to help the best interests make sense: They are motivations/desires/goals - but authored, especially on the GM's side, to drive play by underpinning scenes that...
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    Alternatives to map-and-key

    There is no "shorter path". The idea of a skill challenge is to establish a degree of "weight" to the attempt to achieve some overall goal. The complexity of the challenge shapes pacing - eg complexity 4 or 5 means this thing won't be resolved quickly - and hence degree of focus/attention that...
  12. P

    Alternatives to map-and-key

    That sounds like it is in the neighbourhood of map-and-key? Though I'm not sure if video games really compare to RPGs - I don't think there's coordination of fiction in the same way, as there is not the creation of a shared imagined space.
  13. P

    Alternatives to map-and-key

    I'm not very familiar with video games - I've heard the phrase "rogue-like", but don't know much about these games. So I don't know how they handle the establishment of scenes, and the transition from scene to scene.
  14. P

    Alternatives to map-and-key

    I'm not sure how you're envisaging the randomly-generated content actually being introduced into play. There are different ways to do this. Some replicate map-and-key (eg Appendix A random dungeon generation). And some rely upon map-and-key. For instance, a hexcrawl with random encounters...
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    Alternatives to map-and-key

    Here is the relevant rules text, from p 6 of In A Wicked Age (I've elided some stuff that deals with particular mechanics and examples): Naming your characters’ best interests GM, you start. Start with one of your strongest NPCs, and name two best interests for her. Each should represent a...
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    Alternatives to map-and-key

    The post is about how latent scenes are established, and how latent scenes become "activated"/"triggered" and hence actual episodes of play. Player-driven map-and-key is one way of doing this (see eg Gygax's PHB). GM-driven map-and-key is one way of doing this (see eg a number of the...
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    Alternatives to map-and-key

    The OP does not say what you say that it says:
  18. P

    Alternatives to map-and-key

    I agree with you about being forward facing, so the players don't have to guess the stakes. When the skill system is leveraged in the manner of a 4e D&D skill challenge, it also tends to be the players who set the "local" stakes for those checks. Or at least influence them significantly, in...
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    Alternatives to map-and-key

    The version of this I'm most familiar with is the 4e skill challenge. Just thinking it through, the challenge consists of: *A threat to be overcome, or an overall goal - in my experience, in a complex challenge (eg 10 or 12 successes required), this can itself evolve as the challenge unfolds...
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    Alternatives to map-and-key

    I know the rules/procedures for AW fronts better than DW fronts. But I think they're fairly similar, so I'll take the risk of talking about them generally. Pull me up if you think this is an error! The GM is expressly told that a front is not a scene, or series of scenes, to frame PCs into. The...
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