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How do you run a Dungeon as a Skill Challenge?
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<blockquote data-quote="RangerWickett" data-source="post: 4816246" data-attributes="member: 63"><p>I like the idea of presenting a large exploration cinematically instead of grinding through room after room of mapping and descriptions, but I don't like the idea of specifically stating that something is a skill challenge. Just use the skill challenge rules as a guideline for framing your narrative, and just describe what happens, calling for checks when appropriate and keeping track of the wins (and losses, if you're not using Stalker0's variant system) in your head.</p><p></p><p>When they succeed, work it into your narrative by having them reach a new area or discover treasure or a clue. When they fail, have bad stuff happen to them. Spelling it out can ruin the mystique and grandeur of adventuring.</p><p></p><p>I guess if you're going for tension, spelling it out might work so they know how good or bad things are, but in that case the consequences of failure aren't tied closely enough to other mechanical aspects of the game, in my opinion. Failing in combat you understand because when you run out of HP, you die. Failing a single skill challenge doesn't carry the same doom.</p><p></p><p>I dunno, maybe run it as 5 connected simultaneous skill challenges, and if they fail them all, they die? The tomb collapses and they're trapped? The ancient evil gets out. Even then, I'm less comfortable being so rules-oriented.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 4816246, member: 63"] I like the idea of presenting a large exploration cinematically instead of grinding through room after room of mapping and descriptions, but I don't like the idea of specifically stating that something is a skill challenge. Just use the skill challenge rules as a guideline for framing your narrative, and just describe what happens, calling for checks when appropriate and keeping track of the wins (and losses, if you're not using Stalker0's variant system) in your head. When they succeed, work it into your narrative by having them reach a new area or discover treasure or a clue. When they fail, have bad stuff happen to them. Spelling it out can ruin the mystique and grandeur of adventuring. I guess if you're going for tension, spelling it out might work so they know how good or bad things are, but in that case the consequences of failure aren't tied closely enough to other mechanical aspects of the game, in my opinion. Failing in combat you understand because when you run out of HP, you die. Failing a single skill challenge doesn't carry the same doom. I dunno, maybe run it as 5 connected simultaneous skill challenges, and if they fail them all, they die? The tomb collapses and they're trapped? The ancient evil gets out. Even then, I'm less comfortable being so rules-oriented. [/QUOTE]
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How do you run a Dungeon as a Skill Challenge?
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