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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023
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<blockquote data-quote="pemerton" data-source="post: 9098950" data-attributes="member: 42582"><p>I think your examples are illustrations of bad design. Which fits with [USER=82106]@AbdulAlhazred[/USER]'s remarks, upthread, about the poor quality of 4e modules. There also seems to be a high degree of GMs not actually following the rules, which - as I've quoted twice no in this thread - don't say <em>these skills only</em>.</p><p></p><p>The best way of thinking about notes for a skill challenge is like a tactics section for a combat encounter. It is ideas on what to say and do, as GM, if things unfold in a certain anticipable way. It's not a script.</p><p></p><p>This seems like a more subtle instance of the same problems of design and GMing.</p><p></p><p>In a skill challenge, the GM has to present the players with a reason to declare actions for their PCs. That is, the GM's narration has to make it clear that <em>something bad is going to happen, adverse to these PCs' interests, if they don't act</em>. In the case of your forest example, the GM has to actually <em>narrate the hazards that are impeding your progress</em>. So if you don't act, you won't be able to go on!</p><p></p><p>That framing is also what, then draws the different players into the challenge. In a combat, we don't ask why the wizard is getting involved, dragging down the fighter - we get the wizard involved by making them the target of threats, and providing opportunities for them to do useful things. A skill challenge is no different, when we're talking at this level of abstraction.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9098950, member: 42582"] I think your examples are illustrations of bad design. Which fits with [USER=82106]@AbdulAlhazred[/USER]'s remarks, upthread, about the poor quality of 4e modules. There also seems to be a high degree of GMs not actually following the rules, which - as I've quoted twice no in this thread - don't say [I]these skills only[/I]. The best way of thinking about notes for a skill challenge is like a tactics section for a combat encounter. It is ideas on what to say and do, as GM, if things unfold in a certain anticipable way. It's not a script. This seems like a more subtle instance of the same problems of design and GMing. In a skill challenge, the GM has to present the players with a reason to declare actions for their PCs. That is, the GM's narration has to make it clear that [I]something bad is going to happen, adverse to these PCs' interests, if they don't act[/I]. In the case of your forest example, the GM has to actually [I]narrate the hazards that are impeding your progress[/I]. So if you don't act, you won't be able to go on! That framing is also what, then draws the different players into the challenge. In a combat, we don't ask why the wizard is getting involved, dragging down the fighter - we get the wizard involved by making them the target of threats, and providing opportunities for them to do useful things. A skill challenge is no different, when we're talking at this level of abstraction. [/QUOTE]
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General Tabletop Discussion
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Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023
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