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General Tabletop Discussion
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How Do You Narrate/Present Skill Challenges
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<blockquote data-quote="LostSoul" data-source="post: 4675102" data-attributes="member: 386"><p>It's a different sort of mechanic that supports some techniques, not necessarily a design flaw.</p><p></p><p>As a DM, there are a couple of things I really like about skill challenges.</p><p></p><p>1. I am forced to be proactive with the NPCs and really create a conflict.</p><p></p><p>2. I don't know what is going to happen. The end result is up in the air.</p><p></p><p>If the system was about the DM deciding what happens - a good system, one that you really have to have good mechanics to replace - then I, as DM, would not be so surprised with the results at the end of the challenge.</p><p></p><p>See, I think the rules are there not to prevent someone being a dick ("I shot you!" "No you didn't!") but to give everyone results that no one would have come up with on their own, but ones that everyone thinks are cool. A creative channel.</p><p></p><p>When the players begin a skill challenge, each roll carries a penalty for failure and the success of the PC's intent on a success. That failure/success has to tie into the description of their action - "I'm trying to convince the Duke that he should lend us some troops to fight the goblins." "Okay, what do you say?" "I tell him that he's an idiot if he thinks that he can ignore the massing force." "Okay, roll Intimidate."</p><p></p><p>Failure: That could mean the Duke gets pissed off at the PCs. Something I did not consider at the beginning of the challenge, a result that arises from the player roleplaying the PC and me (the DM) roleplaying the NPC.</p><p></p><p>Success: That could mean that the Duke needs to reassess his position. Maybe I throw out a line like, "You might be right. My advisors could be wrong about this." Hang on, what have I just done? I've created an adivsor, never before even considered, who might be a crap one, or maybe working for the goblins.</p><p></p><p></p><p>That's where I think the beauty of the skill challenge lies. The interaction between the roleplaying and the dice create a space where creativity blooms.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4675102, member: 386"] It's a different sort of mechanic that supports some techniques, not necessarily a design flaw. As a DM, there are a couple of things I really like about skill challenges. 1. I am forced to be proactive with the NPCs and really create a conflict. 2. I don't know what is going to happen. The end result is up in the air. If the system was about the DM deciding what happens - a good system, one that you really have to have good mechanics to replace - then I, as DM, would not be so surprised with the results at the end of the challenge. See, I think the rules are there not to prevent someone being a dick ("I shot you!" "No you didn't!") but to give everyone results that no one would have come up with on their own, but ones that everyone thinks are cool. A creative channel. When the players begin a skill challenge, each roll carries a penalty for failure and the success of the PC's intent on a success. That failure/success has to tie into the description of their action - "I'm trying to convince the Duke that he should lend us some troops to fight the goblins." "Okay, what do you say?" "I tell him that he's an idiot if he thinks that he can ignore the massing force." "Okay, roll Intimidate." Failure: That could mean the Duke gets pissed off at the PCs. Something I did not consider at the beginning of the challenge, a result that arises from the player roleplaying the PC and me (the DM) roleplaying the NPC. Success: That could mean that the Duke needs to reassess his position. Maybe I throw out a line like, "You might be right. My advisors could be wrong about this." Hang on, what have I just done? I've created an adivsor, never before even considered, who might be a crap one, or maybe working for the goblins. That's where I think the beauty of the skill challenge lies. The interaction between the roleplaying and the dice create a space where creativity blooms. [/QUOTE]
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