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Excerpt: skill challenges
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<blockquote data-quote="Cadfan" data-source="post: 4208160" data-attributes="member: 40961"><p>Why?</p><p></p><p>One of my best quantum leaps in DMing skill, lets call it, came when I realized that I should be prepping plan resolution instead of goal resolution. I didn't use those words, but that was the insight. By decreasing the scope, I increased the focus, and provided a richer immersion. All that was necessary was to keep a constant eye on ensuring that the PCs telegraphed their intentions in advance, so that I could prepare for them.</p><p></p><p>For example, suppose the PCs have a preexisting friendly relationship with this Duke. They investigated the northern border at his request, and now they want him to loan them troops to nip a possible problem in the bud. The Duke, meanwhile, has other commanders who all compete for his attention and his resources. The PCs challenge is convincing the Duke that a potential problem on the northern border is important enough to redirect soldiers away from known problems on the southern border, and they're opposed by the commander of the southern border fortress, who naturally believes that his needs are more important.</p><p></p><p>Now, from context and from the PCs past, I know they're most likely to try to convince the Duke with logic, reason, and a few appeals to emotion. They're not likely to threaten him with bodily harm. In fact, if they did, it would be a "lets become pirates!" moment.* I'm confident enough in my skills and my rapport with my players to think that this isn't going to happen.</p><p></p><p>So I encourage the players to talk things over before they go to the Duke. To plan ahead, and get everyone "on message." They roleplay a little bit. This has two purposes. First, it lets them act in character, and that's healthy. Second, <em>it lets me listen in</em>, and write my notes on the encounter to explicitly address the player's plan.</p><p></p><p>Everyone has a richer experience as a result.</p><p></p><p>*We need a good name for this trope. You know, where the players chafe at the established plotline, and intentionally derail it by abandoning it to adventure elsewhere, far from the current game. "Screw this! I'm sick of trying to rescue this stupid princess from this stupid necromancer. Lets become pirates!"</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4208160, member: 40961"] Why? One of my best quantum leaps in DMing skill, lets call it, came when I realized that I should be prepping plan resolution instead of goal resolution. I didn't use those words, but that was the insight. By decreasing the scope, I increased the focus, and provided a richer immersion. All that was necessary was to keep a constant eye on ensuring that the PCs telegraphed their intentions in advance, so that I could prepare for them. For example, suppose the PCs have a preexisting friendly relationship with this Duke. They investigated the northern border at his request, and now they want him to loan them troops to nip a possible problem in the bud. The Duke, meanwhile, has other commanders who all compete for his attention and his resources. The PCs challenge is convincing the Duke that a potential problem on the northern border is important enough to redirect soldiers away from known problems on the southern border, and they're opposed by the commander of the southern border fortress, who naturally believes that his needs are more important. Now, from context and from the PCs past, I know they're most likely to try to convince the Duke with logic, reason, and a few appeals to emotion. They're not likely to threaten him with bodily harm. In fact, if they did, it would be a "lets become pirates!" moment.* I'm confident enough in my skills and my rapport with my players to think that this isn't going to happen. So I encourage the players to talk things over before they go to the Duke. To plan ahead, and get everyone "on message." They roleplay a little bit. This has two purposes. First, it lets them act in character, and that's healthy. Second, [I]it lets me listen in[/I], and write my notes on the encounter to explicitly address the player's plan. Everyone has a richer experience as a result. *We need a good name for this trope. You know, where the players chafe at the established plotline, and intentionally derail it by abandoning it to adventure elsewhere, far from the current game. "Screw this! I'm sick of trying to rescue this stupid princess from this stupid necromancer. Lets become pirates!" [/QUOTE]
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Excerpt: skill challenges
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