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General Tabletop Discussion
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Failure stakes for a travel Skill Challenge
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<blockquote data-quote="darkbard" data-source="post: 7560950" data-attributes="member: 1282"><p>I can see why you might feel this way, and the interlude, or "color," is certainly one way to handle it. (If I may presume, perhaps this is how [MENTION=42582]pemerton[/MENTION] usually handles such details in his game? As he suggests above, this may not be one of 4E's mechanical strengths.)</p><p></p><p>Nevertheless, as all players concerned want the <em>experience</em> of travel to be a dangerous proposition (both with regard to the events tied to the PCs <em>and</em> to the stakes for the players themselves), I feel, with [MENTION=6696971]Manbearcat[/MENTION], that something vital might be lost in glossing over these affairs (sometimes).</p><p></p><p>EDIT: Let me add, the interlude should absolutely be implemented in many cases. For example, I imagine this is how the PCs' current situation will play out (though actual play will see if this holds true). They have just finished a sequence of tough fights and SCs against the beginning nemesis, during which one PC technically lost her life (reduced to negative bloodied value) but then was raised by the intervention of her goddess (for reasons I detail above). So when our next session begins, I imagine that unless the players indicate otherwise, their return to nearby Winterhaven (an hour or two away) will play out as an interlude, hopefully with some interesting color integrated by me as GM that could always be developed further into an actual mechanical encounter (social, combat, SC) if the players take it that way.</p><p></p><p>In this case, it should <em>feel</em> like retreating to safety, a point of light, and so there are no stakes.</p></blockquote><p></p>
[QUOTE="darkbard, post: 7560950, member: 1282"] I can see why you might feel this way, and the interlude, or "color," is certainly one way to handle it. (If I may presume, perhaps this is how [MENTION=42582]pemerton[/MENTION] usually handles such details in his game? As he suggests above, this may not be one of 4E's mechanical strengths.) Nevertheless, as all players concerned want the [I]experience[/I] of travel to be a dangerous proposition (both with regard to the events tied to the PCs [I]and[/I] to the stakes for the players themselves), I feel, with [MENTION=6696971]Manbearcat[/MENTION], that something vital might be lost in glossing over these affairs (sometimes). EDIT: Let me add, the interlude should absolutely be implemented in many cases. For example, I imagine this is how the PCs' current situation will play out (though actual play will see if this holds true). They have just finished a sequence of tough fights and SCs against the beginning nemesis, during which one PC technically lost her life (reduced to negative bloodied value) but then was raised by the intervention of her goddess (for reasons I detail above). So when our next session begins, I imagine that unless the players indicate otherwise, their return to nearby Winterhaven (an hour or two away) will play out as an interlude, hopefully with some interesting color integrated by me as GM that could always be developed further into an actual mechanical encounter (social, combat, SC) if the players take it that way. In this case, it should [I]feel[/I] like retreating to safety, a point of light, and so there are no stakes. [/QUOTE]
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