I have mastered skill challenges.
Finally.
It took many, many failures before my first success. I think the GM's (my players) were being generous
I'm not sure why it is exactly that I couldn't grok it but something about them just didn't click and no matter how hard I tried, it was always clunky, boring or just plain frustrating for everyone at the table.
And not to disparage the great name of Mike Mearls (I'm a founding member of the secret fan club who gather on new moons to try and summon our unholy master by chanting "Slraem Ekim... FTAGHN!" but it never works... we're thinking of using some sort of take out food as a lure next time instead) but his articles are rather... err... dare I say it? Long-winded.
Now the following method may not work for everyone, as it has been a matter of discussion often that there are many ways to skin this cat, but it has worked out nicely for me so I thought I'd pass it along to those poor, desperate souls, still wrangling with the hippo. For those of whom it doesn't work, then all I can say is that I'll see you in the insane asylum soon, hopefully before you've torn all your hair out
Step One
Do not tell the players that they're engaged in a skill challenge. Yes, I know it works for some people to be obvious about it but after DM'ing and playing in quite literally dozens of groups and running and DM'ing up to four games a week at times since 4e was released, the overwhelming experience I've had in groups is that by announcing a skill challenge, the dynamic at the table immediately changes.
And not in a good way.
Invariably, players want to either use their best skills and only their best skills, not rolling if they don't think a skill they have will suit, or everyone aiding one player with a high bonus. That, of course, gets quickly repetitive.
Players then start counting successes and failures and the entire exercise becomes a very artificial one that disrupts the flow of the game.
By not making it obvious that you're running a skill challenge, I find that in most cases, the challenge becomes an organic part of roleplaying through whatever situation the players are facing. It doesn't bump them out of their suspension of disbelief to roll a few dice when they haven't 'switched modes'.
On my side of the screen, I also find it a lot more engaging and fun to run skill challenges when they're a natural extension of the surrounding events. I also 'switch modes' when running a skill challenge that has been announced or made obvious. It's easy to say, "Well don't switch modes then!" but at the table it just doesn't work for me.
When in this 'mode', I find I start thinking with my left brain instead of my right. My imagination switches off and I become focused on the rules themselves rather than the situation they're facilitating. If I stay in right-brain mode, however, I find I can adapt the skill challenge on the fly much more easily and make every roll an interesting and engaging part of the challenge.
Players seem to do the same thing and respond much better when in right-brain mode. They tend to use much more imaginative solutions and come up with a much greater variety of ways to contribute to the skill challenge itself. When in left-brain mode, however, I find people just can't adapt and focus only on the most logical and effective solutions.
Step Two
Allow players to adapt, change and even start skill challenges themselves, whether they realise it or not.
This was a big thing for me. Part of why skill challenges felt so artificial was that I couldn't think them up on the fly. So when it came time to run them, I was referring to books and became set in the method of the skill challenge rather than the spirit of it.
Again, players tended to do the same in that they think of skill challenges as being the DM's domain so they never initiate or change a skill challenge. But if you allow for the possibility of players starting and even creating skill challenges as you play, the entire concept becomes so much more fluid and dynamic and organic to whatever situation you're playing through.
Essentially, if the players say they want to accomplish something and you feel it warrants more than just one roll, you can turn it into a skill challenge on the fly.
Step Three
Not all rolls have to be successes, and neither do they have to be failures.
I know this sounds simple and probably obvious, but it was something that tripped me up for a long time. If I was running a skill challenge, there were skills that could be used and they either contributed a success or a failure.
This really limits players options and if the players are aware that one particular skill is succeeding more often, they'll all of a sudden develop blinkers and not use any other skills.
Part of running skill challenges is to engage the player's creativity and imagination. They should feel as if they're free to try anything they want without the threat of imminent and dire failure. Of course, there are exceptions to this but for the most part I find that by not creating a focus on a certain set of skills, players become much more inventive and willing to take risks.
So a check may or may not contribute a success or failure, depending on the circumstance rather than the rules. For instance, you might decide ahead of time that bluff, diplomacy and intimidate are the primary skills, but someone comes up with a really inventive use of intimidate. Despite this, the circumstance of it really shouldn't contribute to success or failure, but should rather contribute to the flow of the game.
In these instances, granting a 'secret' +2 bonus to someone else's roll or perhaps just roleplaying an 'opening' for someone else to use a better skill that does contribute to the success or failure of the challenge, really helps the organic flow from one roll to the next without making it feel like a skill challenge.
In many of the games where I've run skill challenges openly and stuck to whichever set of skills are appropriate to the challenge, people end up hitting an imaginary brick wall. It becomes a mechanical exercise in overcoming the encounter rather than a natural extension of the circumstances.
By not revealing that it's a skill challenge, allowing players to initiate or change the nature of the challenge, and being flexible in what contributes to a success or failure, my skill challenge encounters have become very smooth and lots of fun instead of tiresome and boring mechanical encounters that frustrate and annoy.
So, there you have it. Maybe not revolutionary or even that insightful and if I've repeated anything anyone else has written (I never did actually read Mearl's articles having suffered from spontaneous narcolepsy every time I tried) then I guess it's just a case of GMTA
Finally.
It took many, many failures before my first success. I think the GM's (my players) were being generous

I'm not sure why it is exactly that I couldn't grok it but something about them just didn't click and no matter how hard I tried, it was always clunky, boring or just plain frustrating for everyone at the table.
And not to disparage the great name of Mike Mearls (I'm a founding member of the secret fan club who gather on new moons to try and summon our unholy master by chanting "Slraem Ekim... FTAGHN!" but it never works... we're thinking of using some sort of take out food as a lure next time instead) but his articles are rather... err... dare I say it? Long-winded.
Now the following method may not work for everyone, as it has been a matter of discussion often that there are many ways to skin this cat, but it has worked out nicely for me so I thought I'd pass it along to those poor, desperate souls, still wrangling with the hippo. For those of whom it doesn't work, then all I can say is that I'll see you in the insane asylum soon, hopefully before you've torn all your hair out

Step One
Do not tell the players that they're engaged in a skill challenge. Yes, I know it works for some people to be obvious about it but after DM'ing and playing in quite literally dozens of groups and running and DM'ing up to four games a week at times since 4e was released, the overwhelming experience I've had in groups is that by announcing a skill challenge, the dynamic at the table immediately changes.
And not in a good way.
Invariably, players want to either use their best skills and only their best skills, not rolling if they don't think a skill they have will suit, or everyone aiding one player with a high bonus. That, of course, gets quickly repetitive.
Players then start counting successes and failures and the entire exercise becomes a very artificial one that disrupts the flow of the game.
By not making it obvious that you're running a skill challenge, I find that in most cases, the challenge becomes an organic part of roleplaying through whatever situation the players are facing. It doesn't bump them out of their suspension of disbelief to roll a few dice when they haven't 'switched modes'.
On my side of the screen, I also find it a lot more engaging and fun to run skill challenges when they're a natural extension of the surrounding events. I also 'switch modes' when running a skill challenge that has been announced or made obvious. It's easy to say, "Well don't switch modes then!" but at the table it just doesn't work for me.
When in this 'mode', I find I start thinking with my left brain instead of my right. My imagination switches off and I become focused on the rules themselves rather than the situation they're facilitating. If I stay in right-brain mode, however, I find I can adapt the skill challenge on the fly much more easily and make every roll an interesting and engaging part of the challenge.
Players seem to do the same thing and respond much better when in right-brain mode. They tend to use much more imaginative solutions and come up with a much greater variety of ways to contribute to the skill challenge itself. When in left-brain mode, however, I find people just can't adapt and focus only on the most logical and effective solutions.
Step Two
Allow players to adapt, change and even start skill challenges themselves, whether they realise it or not.
This was a big thing for me. Part of why skill challenges felt so artificial was that I couldn't think them up on the fly. So when it came time to run them, I was referring to books and became set in the method of the skill challenge rather than the spirit of it.
Again, players tended to do the same in that they think of skill challenges as being the DM's domain so they never initiate or change a skill challenge. But if you allow for the possibility of players starting and even creating skill challenges as you play, the entire concept becomes so much more fluid and dynamic and organic to whatever situation you're playing through.
Essentially, if the players say they want to accomplish something and you feel it warrants more than just one roll, you can turn it into a skill challenge on the fly.
Step Three
Not all rolls have to be successes, and neither do they have to be failures.
I know this sounds simple and probably obvious, but it was something that tripped me up for a long time. If I was running a skill challenge, there were skills that could be used and they either contributed a success or a failure.
This really limits players options and if the players are aware that one particular skill is succeeding more often, they'll all of a sudden develop blinkers and not use any other skills.
Part of running skill challenges is to engage the player's creativity and imagination. They should feel as if they're free to try anything they want without the threat of imminent and dire failure. Of course, there are exceptions to this but for the most part I find that by not creating a focus on a certain set of skills, players become much more inventive and willing to take risks.
So a check may or may not contribute a success or failure, depending on the circumstance rather than the rules. For instance, you might decide ahead of time that bluff, diplomacy and intimidate are the primary skills, but someone comes up with a really inventive use of intimidate. Despite this, the circumstance of it really shouldn't contribute to success or failure, but should rather contribute to the flow of the game.
In these instances, granting a 'secret' +2 bonus to someone else's roll or perhaps just roleplaying an 'opening' for someone else to use a better skill that does contribute to the success or failure of the challenge, really helps the organic flow from one roll to the next without making it feel like a skill challenge.
In many of the games where I've run skill challenges openly and stuck to whichever set of skills are appropriate to the challenge, people end up hitting an imaginary brick wall. It becomes a mechanical exercise in overcoming the encounter rather than a natural extension of the circumstances.
By not revealing that it's a skill challenge, allowing players to initiate or change the nature of the challenge, and being flexible in what contributes to a success or failure, my skill challenge encounters have become very smooth and lots of fun instead of tiresome and boring mechanical encounters that frustrate and annoy.
So, there you have it. Maybe not revolutionary or even that insightful and if I've repeated anything anyone else has written (I never did actually read Mearl's articles having suffered from spontaneous narcolepsy every time I tried) then I guess it's just a case of GMTA

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