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General Tabletop Discussion
*Pathfinder & Starfinder
How to portray long or challenging tasks in an interesting way
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<blockquote data-quote="LostSoul" data-source="post: 5860151" data-attributes="member: 386"><p>Oh, okay.</p><p></p><p>Well, the easiest way to deal with that is to make each check have consequences related to his goal; he wants to get information, so on a failed check give him some false information. Or give him a penalty to a future check because of this false information. Or maybe something out of the blue: "Oh, you just learned that there's a demon bound in the ruins." Uh-oh. Or maybe introduce an NPC group that's also looking to explore the ruins.</p><p></p><p>On a success you can give him a bonus to a future check. You could ask him, "So what magic item did you just learn is within the ruins?" Or "You learned something about a monster; you get an auto-success on one future monster knowledge check." Or even an auto-success on a skill challenge check.</p><p></p><p>I guess what I'd do is ask the player what his goal or intent is, and then build on that - complications for failure, advantages for success.</p><p></p><p>A quick table of complications or advantages as an aid for improv could help. Like...</p><p>* Time issues - it takes too long, another task must be rushed</p><p>* NPC issues - you attract unwanted NPC attention, your actions upset an otherwise unrelated NPC</p><p>* etc.</p><p></p><p>There might be something out there on the internet like that.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5860151, member: 386"] Oh, okay. Well, the easiest way to deal with that is to make each check have consequences related to his goal; he wants to get information, so on a failed check give him some false information. Or give him a penalty to a future check because of this false information. Or maybe something out of the blue: "Oh, you just learned that there's a demon bound in the ruins." Uh-oh. Or maybe introduce an NPC group that's also looking to explore the ruins. On a success you can give him a bonus to a future check. You could ask him, "So what magic item did you just learn is within the ruins?" Or "You learned something about a monster; you get an auto-success on one future monster knowledge check." Or even an auto-success on a skill challenge check. I guess what I'd do is ask the player what his goal or intent is, and then build on that - complications for failure, advantages for success. A quick table of complications or advantages as an aid for improv could help. Like... * Time issues - it takes too long, another task must be rushed * NPC issues - you attract unwanted NPC attention, your actions upset an otherwise unrelated NPC * etc. There might be something out there on the internet like that. [/QUOTE]
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How to portray long or challenging tasks in an interesting way
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