You said characters are not in challenge. Then why are we using challenge mechanics? What does it represent? To me the point of roleplaying games is the fiction, and the purpose of the mechanics is to represent the fiction. If they are not doing that, why are we having them?
What I'm saying is that 'Skill Challenge' is not a diegetic construct. Characters do not look around and say "boy, I'm in a skill challenge, I'm going to need to find a way to roll Athletics a whole bunch!" They don't understand the world that way, it isn't organized that way, and the fiction doesn't read that way. The players and the GM decide "well, Throndir wants to get to the mountain to save his friend, and it is going to be difficult, so we'll call that an SC of complexity 5, since it is an important goal for him that has a lot of thematic weight." Now things just happen to Throndir, and he does things, makes plans, whatever. The GM will be thinking "OK, he's got 6 successes and one failure. Throndir, you are approaching the Cliffs of Nin, once you reach the top, you will be near the peak of the mountain, but their are pteridactyls circling the cliffs, and your boots are wet from that incident back at the stream." This is not rocket science, and the fiction does not need to be bent, spindled, and mutilated to make it work!
But it is not. Because the fiction is in service of the rules and new fiction must be generated to satisfy the rules. Characters must take certain number of successful actions, and it does not really matter what they are, or should they have greater or lesser impact in the given situation. Fiction is invented why this did or did not resolve the situation dictated by the number of mechanical steps required.
First of all, I will repeat, the fiction is binding. So if at this point in a challenge there is only one more check to pass to either succeed or fail the challenge, doesn't that pretty much mean that the situation has come to a head? We will advance the fiction to such a head! What else would you do? I think what your problem here is, is that you CANNOT CONCEIVE OF a kind of play where the 'map', the path that the story can take through the fiction, is not already laid out in front of you. So your mind rebels. You think "but, I must deal with 7 more rooms, here they are on the map!" but such a thing doesn't really exist in the sort of play where these constructs are used.
Lets imagine an SC that represents a journey from here to there, and at the start of the SC some sort of fiction is presented, a situation, and that obstacle logically leads to a lot of action, a bunch of checks, and whatnot. Now the players have amassed all but one of their required successes, and they're on day 1 of the 10 day journey. What's the problem? Sure, the next 9 days are pretty uneventful. What is the problem with that?
To me it suggest that you do not have very imaginative players or that the GM is railroading by shutting down their ideas to satisfy the structure of the skill challenge mechanism. And of course the former might be due the players being trained by the latter. They do not bother to try to come up with anything creative, as all that matter that they roll anything and generate the successes.
I stop it with this garbage. I'm tired of this BS argument. It simply clearly indicates you have not played using these techniques and can't seem to wrap your head around them. That's fine, everyone does their thing, but your inability to appreciate my thing is not license to crap on it.
I'm in this thread to have a, hopefully interesting, discussion of what the different techniques are for establishing fiction and navigating through the game. Can we talk about that, or is this thread simply going to be another in the endless series of wars against anything that doesn't match the expectations and desires of a certain group of posters? You decide!