Hi all, i've been RPing for around 5 years DMing for about a year and a half, so compared to you lot i'm probably quite new at this =)
Anyway, the issue at hand is that i've got a game on tomorrow, and have pretty meticulously planned out a long skill challenge, only to stumble upon one BIG question:
Should I tell them they're having a skill challenge?
Alright here's the situation at hand. I'm gonna be DMing a group of new players, all old gaming buddies of mine that have decided to give DnD a go. I'm their dedicated DM, at least till they master the player aspects of this. Anyway, this is their 4th session if i'm not wrong, and the second skill challenge they've encountered, the first of which they knew was one.
The adventure i'm playing right now is published, mostly cos they're new so I decided to bring them through easy with Keep on the Shadowfell. Unfortunately, since I myself have played through this a while back, this became boring for me FAST. Deciding to have a bit of fun, i've made it so that they managed to collapse the first level of the Dungeon, and instead built a castle hanging in the midst of a huge 'bottomless' cavern, chained to the roof of the caverns - an idea I have always wanted to try out (and hopefully they try to break those chains hehe). But thats beside the point, the other thing i've decided to change was instead of the dead rising in the graveyard, and since this was a world we ALL worldbuilt together as a group, I brought up something from the lore and to cut a long story short, now theres a small undead army at the gates of Winterhaven.
Party consists of:
1 Diplo Heavy Paladin
1 Diplo and Bluff heavy Cleric
1 Arcana heavy mage
1 crazy insane berserker (my min-maxer powergamer who's surprisingly good at roleplaying)
I've made it so this is a large encounter split in three. First, the preparation, many options to do many things i.e. heal the wounded (either spend 2 healing surges or do a small skill challenge), prepare arcane wards and artillery (have a tower in the middle of winterhaven, valthrun's tower, and made it so that it has something akin to a mirror of Archimedes if i'm not wrong, where it amplifies magical spells to act as artillery)(arcana checks here), reinforce the gates (strength, choice between the gate or walling up the waterway entrance, convincing knights on a quest to join (diplo check), and helping out the tacticians by scouting the enemy army (stealth and perception).
Second, the Seige, whereby the players each choose different locations (the mage most likely manning the arcane artillery that hopefully was completed in preparation) and different challenges are placed at these locations (i.e. Duel before the gates with enemy champion, getting the men to stand their ground before the undead horde, killing the seige monster (most likely job of artillery), healing the wounded in the triage, and pushing against the main gates as the battering ram hits it (strength, must last for a few turns)
Lastly, the Boss fight, where they smash Ninaran (the elf archer leading this) into bloody pulp. Note that they're all around lvl 2 going on 3.
Of course, if they choose to think of other methods/ checks to solve these, by all means, I wont be telling them to give me any rolls, they can come up with methods themselves and then justify.
Each section is supposed to build on the other, changing the circumstances and the difficulty.
And so i'm all ready to go, cept now i'm struggling with the thought... should I tell them it's a skill encounter, or just place the situations and events before them and hope they react to them in inventive ways? Furthermore, I have a strange feeling I may be pandering to the party's skillset, which is a HUGELY argued method of DMing. I could throw in a few dexterity and theivery based skillchecks, but man... they'll be in trouble there.
The other thing is i've given the paladin a big bonus on diplo (background in exchange for a few losses he had to make), and the mage for arcana (same) and slight ones for athletics for the berserker barbarian. I hope those won't throw them into thinking only of using those skills... any way to counter that, or jolt them into being inventive? They're generally good players, they know to RP despite this being their fourth session only, they CAN get inventive. I just need to push them more in that direction.
Oh and any thoughts on the scenario would be nice =)
Thanks in advance!
Anyway, the issue at hand is that i've got a game on tomorrow, and have pretty meticulously planned out a long skill challenge, only to stumble upon one BIG question:
Should I tell them they're having a skill challenge?
Alright here's the situation at hand. I'm gonna be DMing a group of new players, all old gaming buddies of mine that have decided to give DnD a go. I'm their dedicated DM, at least till they master the player aspects of this. Anyway, this is their 4th session if i'm not wrong, and the second skill challenge they've encountered, the first of which they knew was one.
The adventure i'm playing right now is published, mostly cos they're new so I decided to bring them through easy with Keep on the Shadowfell. Unfortunately, since I myself have played through this a while back, this became boring for me FAST. Deciding to have a bit of fun, i've made it so that they managed to collapse the first level of the Dungeon, and instead built a castle hanging in the midst of a huge 'bottomless' cavern, chained to the roof of the caverns - an idea I have always wanted to try out (and hopefully they try to break those chains hehe). But thats beside the point, the other thing i've decided to change was instead of the dead rising in the graveyard, and since this was a world we ALL worldbuilt together as a group, I brought up something from the lore and to cut a long story short, now theres a small undead army at the gates of Winterhaven.
Party consists of:
1 Diplo Heavy Paladin
1 Diplo and Bluff heavy Cleric
1 Arcana heavy mage
1 crazy insane berserker (my min-maxer powergamer who's surprisingly good at roleplaying)
I've made it so this is a large encounter split in three. First, the preparation, many options to do many things i.e. heal the wounded (either spend 2 healing surges or do a small skill challenge), prepare arcane wards and artillery (have a tower in the middle of winterhaven, valthrun's tower, and made it so that it has something akin to a mirror of Archimedes if i'm not wrong, where it amplifies magical spells to act as artillery)(arcana checks here), reinforce the gates (strength, choice between the gate or walling up the waterway entrance, convincing knights on a quest to join (diplo check), and helping out the tacticians by scouting the enemy army (stealth and perception).
Second, the Seige, whereby the players each choose different locations (the mage most likely manning the arcane artillery that hopefully was completed in preparation) and different challenges are placed at these locations (i.e. Duel before the gates with enemy champion, getting the men to stand their ground before the undead horde, killing the seige monster (most likely job of artillery), healing the wounded in the triage, and pushing against the main gates as the battering ram hits it (strength, must last for a few turns)
Lastly, the Boss fight, where they smash Ninaran (the elf archer leading this) into bloody pulp. Note that they're all around lvl 2 going on 3.
Of course, if they choose to think of other methods/ checks to solve these, by all means, I wont be telling them to give me any rolls, they can come up with methods themselves and then justify.
Each section is supposed to build on the other, changing the circumstances and the difficulty.
And so i'm all ready to go, cept now i'm struggling with the thought... should I tell them it's a skill encounter, or just place the situations and events before them and hope they react to them in inventive ways? Furthermore, I have a strange feeling I may be pandering to the party's skillset, which is a HUGELY argued method of DMing. I could throw in a few dexterity and theivery based skillchecks, but man... they'll be in trouble there.
The other thing is i've given the paladin a big bonus on diplo (background in exchange for a few losses he had to make), and the mage for arcana (same) and slight ones for athletics for the berserker barbarian. I hope those won't throw them into thinking only of using those skills... any way to counter that, or jolt them into being inventive? They're generally good players, they know to RP despite this being their fourth session only, they CAN get inventive. I just need to push them more in that direction.
Oh and any thoughts on the scenario would be nice =)
Thanks in advance!