AbdulAlhazred
Legend
And you're assuming that a party who deploys some far less effective methods are ever in line for success! Honestly, there's an answer here within the SC system, which is graduated levels of success coupled with fail-forward techniques.Ok. Then I definitely do not think "map and key" is the default. Perhaps @Micah Sweet understood it more broadly as well?
So you then agree with me that in skill challenges no solution is better than other and what the players do do not matter? So it is just a mechanical framework to prompt fiction generation?
So, your party has some good idea, of course that effects the ongoing fiction. They get extra success, removed failures, whatever perhaps. But fundamentally the risks inherent in their better fictional position are key. Give them less risky stuff, they're outside the jail now, even if they need to pass a couple more checks to finish it, even failing those just means there's someone on their tail.
These kinds of systems, clocks and SCs do work fine, they're just not ideal tools to wedge into your unstructured play without improving the play, perhaps?