How is this relevant to the thread topic? Are you interested in talking about alternatives to map-and-key as a way for establishing latent situations, and progressing scenes/situations.Map and key is not objectively inferior to not map and key.
How is this relevant to the thread topic? Are you interested in talking about alternatives to map-and-key as a way for establishing latent situations, and progressing scenes/situations.Map and key is not objectively inferior to not map and key.
I thought the objection to skill challenges was that it's not possible to go faster or slower. Now the objection seems to be that skill challenges let a player move fast?In my experience, in games with skill challenges or progress clocks, I'm making decisions for my PC based on what I think will fill the clock the fastest. The game becomes "how do I convince the GM Hunt is relevant" rather than "how would my character overcome this obstacle".
So, the giants did indeed have concrete predetermined motivations.That said if the Giants had clear concrete predetermined motivations and the player argument logically or emotionally answered those concerns then in non-skill challenges play I wouldn’t have called for a check at all. Auto success. If they had touched on some and not others then I’d have given a check, dc probably dependent on how many concerns were left unaddressed or minimally addressed.
It also keeps in alignment that social situations rarely have immediate catastrophic failure as long as the PCs aren’t overly antagonistic.
No one is obliging you to participate in this thread!Given that you said you meant literal map and key, whole tread is rather weird, given that most roleplaying do not involve such. Instead it just involves situations that are described, rather than presented on a map.
Here is the OP's first line:In the very first line of your OP you go much further than identifying a fairly well known method, you say most play defaults on an assumption of map and key play.
It says nothing about most play. Nor does it say anything about most anything. It says something about a lot of thinking and discussion about the play of RPGs.A lot of thinking and discussion about the play of RPGs seems to default to an assumption of map-and-key play.
Yes, but it seemed that you needed help. So here is an alternative: instead of having map, the GM makes mental or written notes of the situations and then adjudicates the fiction based on that. Is that the sort of thing you were looking for?No one is obliging you to participate in this thread!
Skill challenges force the fiction to conform to the rules instead of other way around.
In this example:the fiction is moulded to follow the mechanics
First attempt:
1) The bard uses mage hand to pick the out of reach locking mechanism with the lockpicks the rogue had smuggled in. (fail)
Next steps would have probably been
2) Rush the guard and kill/knock him unconscious.
3+) Get out of the building
Second attempt:
1) The rogue taunts the guard to get him come close.
2) The rogue kills the guard with one strike with a poison needle she had smuggled in (super risky, but amazingly succeeded)
3) The bard and the barbarian bend the bars of the door as now there is no guard looking (super hard, but they manage to bend them a little.)
4) The rogue, the smallest and nimblest member of the party tries to squeeze through the slightly bent bars. (success)
5) As the guard has no keys, the rogue picks the locking mechanism. (success)
6+) Get out of the building.
In this example:
Wasn't the fiction "moulded" to follow the mechanics? I mean, it seems rife but. Didn't the amazing success with the needle depend upon mechanics? Likewise the initial failure to pick the out-of-reach locking mechanism and the subsequent success at picking the locking mechanism? The bending of the bars? Perhaps also the squeezing through them. And maybe even the taunting of the guard (though that one's less clear from what you've posted).
I mean, what's the point of having mechanics, if they don't affect how the fiction is narrated?
Not really. It doesn't say anything about how latent scenes/situations are established, nor how the progression of scenes/situations is actually generated and handled in play.Yes, but it seemed that you needed help. So here is an alternative: instead of having map, the GM makes mental or written notes of the situations and then adjudicates the fiction based on that. Is that the sort of thing you were looking for?
Here is the OP's first line:
It says nothing about most play. Nor does it say anything about most anything. It says something about a lot of thinking and discussion about the play of RPGs.