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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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<blockquote data-quote="pemerton" data-source="post: 8116810" data-attributes="member: 42582"><p>I apply the relevant adjudication framework. For instance, when the players in our Prince Valiant game wanted the bard/performer PC to disrupt a trial by making fun of the prosecutor and <a href="https://www.enworld.org/threads/played-some-more-prince-valiant.652914/" target="_blank">calling for the pet cat to be summonsed as a witness</a>, I set a difficulty and called for a check using the appropriate skill (Poetry, from memory). The check succeeded and so the trial was delayed as the players wanted, and a party sent out to find the cat and bring it to the court.</p><p></p><p>From my point of view, a good system has a resolution framework - in the case of Prince Valiant, that's a general framework plus appropriate skills - to handle the sort of stuff that can be expected to come up given tone and genre.</p><p></p><p>In Classic Traveller, which doesn't have a general framework, I look to the various subsystems. Eg <a href="https://www.enworld.org/threads/classic-traveller-a-dice-driven-game.605171/" target="_blank">when the PCs had to escape fire from orbit in their ATVs</a>, I adapted the small craft evasion rules.</p><p></p><p></p><p>The essence of a skill challenge is <em>a situation in which the PCs find themselves</em>, in which from <em>both</em> the <em>narrative</em> and <em>causal</em> points of view there is meaningful uncertainty that the PCs will get what they want. The GM has to decide <em>how big a deal</em> the situation is - that determines the number of successes required before 3 failures.</p><p></p><p>Managing declared checks, narration of consequences etc can all be done during play.</p><p></p><p>Here are links to <a href="https://www.enworld.org/threads/actual-play-my-first-social-only-session.309950/" target="_blank">two</a> <a href="https://www.enworld.org/threads/first-time-godslayers-pcs-kill-torog.353496/" target="_blank">examples</a> from actual play.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8116810, member: 42582"] I apply the relevant adjudication framework. For instance, when the players in our Prince Valiant game wanted the bard/performer PC to disrupt a trial by making fun of the prosecutor and [url=https://www.enworld.org/threads/played-some-more-prince-valiant.652914/]calling for the pet cat to be summonsed as a witness[/url], I set a difficulty and called for a check using the appropriate skill (Poetry, from memory). The check succeeded and so the trial was delayed as the players wanted, and a party sent out to find the cat and bring it to the court. From my point of view, a good system has a resolution framework - in the case of Prince Valiant, that's a general framework plus appropriate skills - to handle the sort of stuff that can be expected to come up given tone and genre. In Classic Traveller, which doesn't have a general framework, I look to the various subsystems. Eg [url=https://www.enworld.org/threads/classic-traveller-a-dice-driven-game.605171/]when the PCs had to escape fire from orbit in their ATVs[/url], I adapted the small craft evasion rules. The essence of a skill challenge is [I]a situation in which the PCs find themselves[/I], in which from [I]both[/I] the [I]narrative[/I] and [I]causal[/I] points of view there is meaningful uncertainty that the PCs will get what they want. The GM has to decide [I]how big a deal[/I] the situation is - that determines the number of successes required before 3 failures. Managing declared checks, narration of consequences etc can all be done during play. Here are links to [url=https://www.enworld.org/threads/actual-play-my-first-social-only-session.309950/]two[/url] [url=https://www.enworld.org/threads/first-time-godslayers-pcs-kill-torog.353496/]examples[/url] from actual play. [/QUOTE]
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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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