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Failure stakes for a travel Skill Challenge
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<blockquote data-quote="pemerton" data-source="post: 7559709" data-attributes="member: 42582"><p>As I've often posted about, I find doing overland travel well a challenge (of my GM skills!), including in 4e.</p><p></p><p>The issues I have with some standard approaches are:</p><p></p><p style="margin-left: 20px">* Extra combats can be boring, and I don't like <em>boring</em> as the penalty for failure;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Getting lost or similar stuff can have the same problem of being boring;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Fatigue or similar sorts of numerical penalties can produce a death-spiral type effect upon arrival (the "can" is deliberate - this isn't inevitable, but is an issue I've had).</p><p></p><p>In 4e in particular there is also an issue with making a <em>harder combat</em> the consequence of failure - a harder combat gives more XP, and so isn't any sort of penalty, and depending on the context may be more enjoyable/interesting than an easy combat - so why gate it behind failure?</p><p></p><p>Here are some things I've had success with (in 4e and BW):</p><p></p><p style="margin-left: 20px">* Upon arrival, the fictional situation is different from what was expected/hoped for (eg after a desert crossing, the first well has been fouled by an enemy);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Getting lost or something similar changes the fictional circumstances of arrival (eg the PCs arrive on the other side of the river/gorge from where they need/want to be);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Resources are depleted - this can include not having been able to take an extended rest while travelling due to non-restful conditions.</p><p></p><p>With depleted resources, there is the potential for death spiral but in 4e at least I think that limiting access to resources works better as a type of penalty (if only because it makes the players sweat a bit more while not actually death-spiralling them given their depth of resources, at least above very low levels) than does imposing numerical penalties to actions, which can start to destabilise the maths.</p><p></p><p>Ultimately I think that, in the context of 4e, having the fiction change in some adverse/undesired way is generally better than mechanical penalties or hurdles. (In BW it's different because while penalties can produce a death spiral they can also make it easier to get checks at the difficult needed to improve character abilities - whereas there is no analogue to that in 4e.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 7559709, member: 42582"] As I've often posted about, I find doing overland travel well a challenge (of my GM skills!), including in 4e. The issues I have with some standard approaches are: [indent]* Extra combats can be boring, and I don't like [I]boring[/I] as the penalty for failure; * Getting lost or similar stuff can have the same problem of being boring; * Fatigue or similar sorts of numerical penalties can produce a death-spiral type effect upon arrival (the "can" is deliberate - this isn't inevitable, but is an issue I've had).[/indent] In 4e in particular there is also an issue with making a [I]harder combat[/I] the consequence of failure - a harder combat gives more XP, and so isn't any sort of penalty, and depending on the context may be more enjoyable/interesting than an easy combat - so why gate it behind failure? Here are some things I've had success with (in 4e and BW): [indent]* Upon arrival, the fictional situation is different from what was expected/hoped for (eg after a desert crossing, the first well has been fouled by an enemy); * Getting lost or something similar changes the fictional circumstances of arrival (eg the PCs arrive on the other side of the river/gorge from where they need/want to be); * Resources are depleted - this can include not having been able to take an extended rest while travelling due to non-restful conditions.[/indent] With depleted resources, there is the potential for death spiral but in 4e at least I think that limiting access to resources works better as a type of penalty (if only because it makes the players sweat a bit more while not actually death-spiralling them given their depth of resources, at least above very low levels) than does imposing numerical penalties to actions, which can start to destabilise the maths. Ultimately I think that, in the context of 4e, having the fiction change in some adverse/undesired way is generally better than mechanical penalties or hurdles. (In BW it's different because while penalties can produce a death spiral they can also make it easier to get checks at the difficult needed to improve character abilities - whereas there is no analogue to that in 4e.) [/QUOTE]
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