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How to portray long or challenging tasks in an interesting way
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<blockquote data-quote="LostSoul" data-source="post: 5860128" data-attributes="member: 386"><p>There are two basic approaches, I think. The first is to prep some backstory - that is, before you start the session, you decide what's in the cave system. Pretty standard.</p><p></p><p>The second - and I think this is the one you want to use, since you're doing a lot of improv/low-prep play - is to decide what's there on the fly based on the outcome of die rolls. This isn't so standard; generally I've heard it called "no-myth" play.</p><p></p><p>Let's look at how this would play out and then try to divine some principles from that.</p><p></p><p>1. The players decide that their PCs are going into the cave system to look for the ancient dwarven ruins.</p><p></p><p>2. You declare - or start running, at least - a skill challenge. You improv the scene: "You stand at the mouth of the cave entrance. Dwarven runes carved in shaking hands adorn the walls, reading 'Turn back ye who still have taste for ale.' Bones and broken weapons are scattered around, all dwarven. So what do you do?"</p><p></p><p>3. The players respond with some actions of their own - popping sun rods, spending Daily stealth powers, maybe a ritual or two, whatever. Let's say that their action is: Taking marching order, with the <em>Dungeoneering</em> Ranger at the front guiding the way through the cave system, the wizard at his side with a Light spell on his staff recalling bits and pieces of dwarven <em>History</em> to help guide them through the cave system and towards the ancient ruins.</p><p></p><p>It's very important here that you get the players to describe their characters in motion, that is, taking actions in the game world. "I roll Dungeoneering." "I Aid Another with History." That should be avoided at all costs.</p><p></p><p>4. You apply the skill challenge procedure. Is this a check? Does it count towards the total number of successes needed, or is it a complimentary check? Is it an auto-success, or an auto-failure perhaps?</p><p></p><p>5. Success or failure is determined. You use this as a springboard for the next "scene". Remember, you have no idea what's in there or not, and you don't really care. You just want to make it awesome.</p><p></p><p>At least one way of hitting "awesome" is to focus on the situation the PCs find themselves in. That is: the interaction between the setting and the PCs themselves. A cave system that may or may not lead to dwarven ruins; a warning sign from dwarves at its entrance; broken dwarven bodies and weapons; a ranger used to plumbing the depths of the underworld; a wizard who has read every book and legend he could get his hands on.</p><p></p><p>Then we have the success or failure of the PC's action. How do all of these interact?</p><p></p><p>Success (+ aid another success): "You head deep into the depths of the earth, the ranger leading you through twisting caverns that would dizzy an everyday spelunker. Finally the wizard spots a rune carved into the side of the cavern - a way-rune, pointing south. However, the rune for "poison" is also next to it..."</p><p>Success (+ aid another failure): "The ranger leads you through a maze of twisting caverns, all alike. Finally he spots some stone masonry work - of dwarven make? Possibly - but to be sure would require close investigation, and something stirs in the darkness..."</p><p>Failure (+ aid another success): "The ranger leads you through a twisting maze of caverns for hours. The wizard identifies the pattern as a dwarven trap-maze: caverns full of traps that act as a back door to a fortress. Hopefully all the traps have been set off..."</p><p>Failure (+ aid another failure): "The ranger leads you through a twisting maze of caverns for hours. No signs of dwarven architecture can be found. Up ahead you see a faint glow and notice that the air has become thick with a sweet odour."</p><p></p><p>As DM I have no idea where any of this is going to lead. I let the situation lead, changed by every PC action or die roll.</p><p></p><p>I think what's important here is that you're not use the dice to resolve the success or failure of the character's specific <em>action</em> but instead the <em>reason why they were taking that action</em> - the intent or goal behind it all.</p><p></p><p>7. Just keep repeating until the skill challenge is finished; once finished, resolve it and frame the new situation that the PCs find themselves in.</p><p></p><p>So, some thoughts about what I just wrote:</p><p>* You don't need to prep much of anything</p><p>* Make sure that the players describe the actions their PCs are taking</p><p>* Keep the situation firmly in mind - how the PCs and the setting interact</p><p>* Each check should change the situation in some interesting way</p><p>* Resolve character intent with the dice, not specific actions</p><p>* When the skill challenge is finished, wrap it up and move on to something new</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5860128, member: 386"] There are two basic approaches, I think. The first is to prep some backstory - that is, before you start the session, you decide what's in the cave system. Pretty standard. The second - and I think this is the one you want to use, since you're doing a lot of improv/low-prep play - is to decide what's there on the fly based on the outcome of die rolls. This isn't so standard; generally I've heard it called "no-myth" play. Let's look at how this would play out and then try to divine some principles from that. 1. The players decide that their PCs are going into the cave system to look for the ancient dwarven ruins. 2. You declare - or start running, at least - a skill challenge. You improv the scene: "You stand at the mouth of the cave entrance. Dwarven runes carved in shaking hands adorn the walls, reading 'Turn back ye who still have taste for ale.' Bones and broken weapons are scattered around, all dwarven. So what do you do?" 3. The players respond with some actions of their own - popping sun rods, spending Daily stealth powers, maybe a ritual or two, whatever. Let's say that their action is: Taking marching order, with the [i]Dungeoneering[/i] Ranger at the front guiding the way through the cave system, the wizard at his side with a Light spell on his staff recalling bits and pieces of dwarven [i]History[/i] to help guide them through the cave system and towards the ancient ruins. It's very important here that you get the players to describe their characters in motion, that is, taking actions in the game world. "I roll Dungeoneering." "I Aid Another with History." That should be avoided at all costs. 4. You apply the skill challenge procedure. Is this a check? Does it count towards the total number of successes needed, or is it a complimentary check? Is it an auto-success, or an auto-failure perhaps? 5. Success or failure is determined. You use this as a springboard for the next "scene". Remember, you have no idea what's in there or not, and you don't really care. You just want to make it awesome. At least one way of hitting "awesome" is to focus on the situation the PCs find themselves in. That is: the interaction between the setting and the PCs themselves. A cave system that may or may not lead to dwarven ruins; a warning sign from dwarves at its entrance; broken dwarven bodies and weapons; a ranger used to plumbing the depths of the underworld; a wizard who has read every book and legend he could get his hands on. Then we have the success or failure of the PC's action. How do all of these interact? Success (+ aid another success): "You head deep into the depths of the earth, the ranger leading you through twisting caverns that would dizzy an everyday spelunker. Finally the wizard spots a rune carved into the side of the cavern - a way-rune, pointing south. However, the rune for "poison" is also next to it..." Success (+ aid another failure): "The ranger leads you through a maze of twisting caverns, all alike. Finally he spots some stone masonry work - of dwarven make? Possibly - but to be sure would require close investigation, and something stirs in the darkness..." Failure (+ aid another success): "The ranger leads you through a twisting maze of caverns for hours. The wizard identifies the pattern as a dwarven trap-maze: caverns full of traps that act as a back door to a fortress. Hopefully all the traps have been set off..." Failure (+ aid another failure): "The ranger leads you through a twisting maze of caverns for hours. No signs of dwarven architecture can be found. Up ahead you see a faint glow and notice that the air has become thick with a sweet odour." As DM I have no idea where any of this is going to lead. I let the situation lead, changed by every PC action or die roll. I think what's important here is that you're not use the dice to resolve the success or failure of the character's specific [i]action[/i] but instead the [i]reason why they were taking that action[/i] - the intent or goal behind it all. 7. Just keep repeating until the skill challenge is finished; once finished, resolve it and frame the new situation that the PCs find themselves in. So, some thoughts about what I just wrote: * You don't need to prep much of anything * Make sure that the players describe the actions their PCs are taking * Keep the situation firmly in mind - how the PCs and the setting interact * Each check should change the situation in some interesting way * Resolve character intent with the dice, not specific actions * When the skill challenge is finished, wrap it up and move on to something new [/QUOTE]
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