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General Tabletop Discussion
*TTRPGs General
Actual play examples - balance between fiction and mechanics
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<blockquote data-quote="Krensky" data-source="post: 5464318" data-attributes="member: 30936"><p>This is one of the issues I have with the structure and presentation. My game has rules structured tasks of multiple sorts. Some are based on just breaking a large task down into smaller chunks of the same skill use. Some superficially resemble 4e's skill challenges, but can be both more complex and more free-flowing since they can be defined on the fly or pre-scripted with no real difference as long as the GM is up for it. Adding new steps is trivial, as is skipping over steps. These aren't structured as 2X successes before X failures, rather they are timed in some way. If the players have more successes then failures at the end of the time limit, the PCs win. Some of the parts may be mandatory, some optional and they may or may not have consequences of failure of each part. Lastly (and admittedly this involves pulling from an older version of the game) there are lead based skill conflicts like chases, seductions (romantic or otherwise), interrogations.</p><p></p><p>They all have different feels in play, and serve different dramatic purposes. Typically speaking, I run the first two as they happen, maybe a few minutes prep. The last I can run off the cuff too, but it's relatively obvious they're happening.</p><p></p><p>None of them provide XP though. Accomplishing them may acchieve objectives, which give you XP. There may be NPCs to overcome, which gives XP. The skill task by itself doesn't get you squat, other then what you get (in game) for succeeding in the task. </p><p></p><p></p><p></p><p>Not necessarily, it depends how much the GM cares. Basically when the players get bored and tell me they don't care and want the scene over with, they give me (as GM) the right to narrate them out of it however I want. But since there's no risk, there's no reward. So no Reputation rewards, no XP, and no Treasure. Their reward is that they get to basically skip the rest of the scene and get to something interesting, without having to deal with any of it. So, yeah, the players can use it to save themselves from a TPK, but they don't get anything for it other then their survival.</p></blockquote><p></p>
[QUOTE="Krensky, post: 5464318, member: 30936"] This is one of the issues I have with the structure and presentation. My game has rules structured tasks of multiple sorts. Some are based on just breaking a large task down into smaller chunks of the same skill use. Some superficially resemble 4e's skill challenges, but can be both more complex and more free-flowing since they can be defined on the fly or pre-scripted with no real difference as long as the GM is up for it. Adding new steps is trivial, as is skipping over steps. These aren't structured as 2X successes before X failures, rather they are timed in some way. If the players have more successes then failures at the end of the time limit, the PCs win. Some of the parts may be mandatory, some optional and they may or may not have consequences of failure of each part. Lastly (and admittedly this involves pulling from an older version of the game) there are lead based skill conflicts like chases, seductions (romantic or otherwise), interrogations. They all have different feels in play, and serve different dramatic purposes. Typically speaking, I run the first two as they happen, maybe a few minutes prep. The last I can run off the cuff too, but it's relatively obvious they're happening. None of them provide XP though. Accomplishing them may acchieve objectives, which give you XP. There may be NPCs to overcome, which gives XP. The skill task by itself doesn't get you squat, other then what you get (in game) for succeeding in the task. Not necessarily, it depends how much the GM cares. Basically when the players get bored and tell me they don't care and want the scene over with, they give me (as GM) the right to narrate them out of it however I want. But since there's no risk, there's no reward. So no Reputation rewards, no XP, and no Treasure. Their reward is that they get to basically skip the rest of the scene and get to something interesting, without having to deal with any of it. So, yeah, the players can use it to save themselves from a TPK, but they don't get anything for it other then their survival. [/QUOTE]
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