I disagree. In the example the OP brought up, there was specifically no time pressure, so the only potential consequence was fall damage. I suppose you could argue that’s a potential source of tension, but at best it’s a static source, and I think the gameplay outcome of insisting on a check to avoid it is a pretty dull one. Yeah, it’s a long climb, but you’ve got a knotted rope and a wall to brace against. That doesn’t feel tense, and adding the possibility of falling and taking damage doesn’t really make it tense. It just makes it annoying.
To clarify, I am saying that the tension does come from the danger of taking 80' worth of falling damage. I agree that once the characters decide to use a rope to make the climb, the tension goes away--it's been successfully resolved by the players' chosen approach because they've made avoiding the consequences of failure easy to do.
I agree that upping the consequences for failure to successfully make the climb with time pressure (if they fail they won't have time to try another approach) or a guard patrol (if they fail they'll face an encounter) does indeed increase the tension. I don't see how adding wind pick up after they start climbing adds to the tension though: it can't affect the consequences of failure, it only changes the likelihood of success. (And since the on-the-fly change in the likelihood of success was unavoidable by the players, there is no tension from choosing to accept the heightened risk.)Sure, I agree with that.
I think the key is not just tension but dynamic tension
![]()
No, simply adding high wind doesn’t make the scene significantly more tense. Maybe a little bit, but mostly it just makes the not-particularly-tense check feel a bit more justified in the fiction.
Instead of thinking about it in terms of the difficulty of the climb itself and whether or not a check should be required to complete it (static tension), I think it’s better to set up encounters where the situation evolves in response to the characters’ actions (dynamic tension). Add a ticking clock, or a guard patrol. Have the wind pick up as the characters are climbing. Set up a scene where things happen that the players can respond to, rather than just a static obstacle.