Chrone
First Post
Hello everybody. I'm a newbie (and I mean it) DM from ex-soviet republic Belarus (sorry for my poor english). I've never played D&D before. But I've heard about it a lot and have listened the PA podcast, which inspired me to play D&D with my friends, who have never played before either.
I've run about a dozen sessions so far. And in couple of days there will be my first skill challenge. (laughs)
Currently I'm hosting 4ed "Slaying Stone" 1st lvl adventure and (spoilers?) the challenge is "SNEAK INTO GORIZBADD".
I've read all theory info on challenges in DMG and DMG2, but still don't clearly understand how to run it best.
My biggest question is about challenge presentation to players. I would rather not tell them: Here is the challenge, those are skills, go for it! Before this day we were roleplaying everything. I presented the conflict or an obstacle or variety of choices to make or just described the scene. And I dont' know what to do with this challenge.
There are 3 branches of it - 3 ways to enter Gorrizbad. (I think I can post one part of it without having legal troubles?)
I see how I can run this part of adventure by improvising as usual and using this info above only as a structure guide. I would just ask players what would they like to do, and count some skill checks failure and successes and then depend the exit point on it. (The more successes, the closer they will stealth to the goal.
But I feel that it's not how the challenge designer wanted it to be. I mean how do I present structure to players. How do I explain that they should stick to it (or otherwise challenge will break, right? and becomes just a guide, just tips, not structured challenge). I mean how to tie this challenge into regular gameflow without limiting their freedom and sticking to certain game mechanic structure?
OK so before I'm lost completely here are more specific questions:
So if anyone can show me examples (like adventure log of some sort) that will help me to do it correctly I will be very appreciated. Examples of how to describe situation to players, of how their natural choices ties into presented skills and structure of challenge.
Fhew... Yes, I'm confused. I understand that there is not only one right way to run this, but still... You can ask me questions, if I express myself not clearly enough.
Thank you, roleplaying comunity!
I've run about a dozen sessions so far. And in couple of days there will be my first skill challenge. (laughs)
Currently I'm hosting 4ed "Slaying Stone" 1st lvl adventure and (spoilers?) the challenge is "SNEAK INTO GORIZBADD".
I've read all theory info on challenges in DMG and DMG2, but still don't clearly understand how to run it best.
My biggest question is about challenge presentation to players. I would rather not tell them: Here is the challenge, those are skills, go for it! Before this day we were roleplaying everything. I presented the conflict or an obstacle or variety of choices to make or just described the scene. And I dont' know what to do with this challenge.
There are 3 branches of it - 3 ways to enter Gorrizbad. (I think I can post one part of it without having legal troubles?)
The adventurers have three paths they can take to sneak into the goblin town: Go in through the front gate, cross the river nearby and enter the kobold slum, or navigate the woods and cross the river to enter some ofthe farmland. The front gate has the greatest penalty for failure but is easiest to succeed at; the slum isn't too risky but requires more skill; the forest is very difficult to get through but lets the characters skip to more important areas of the town.
Level: 1 (100 XP).
Complexity: 1 (4 successes before 3 failures).
Primary Skills: Acrobatics, Athletics, Bluff, Insight, Stealth. Acrobatics (DC 10; maximum 1 success): The character helps the party navigate a difficult path. Athletics (DC 10; maximum 1 success): The character helps the party bypass an obstacle.
Bluff(DC 10; maximum 1 success): By distracting foes with a diversion, the character makes it easier for the party to bypass them.
Insight(DC 15; maximum 1 success): After observing a couple patrols, the character figures out their patterns and helps the party cross when patrols will be lightest.
Stealth (DC 10; maximum 1 success): The character
helps the party move undetected through the town.
Secondary Skills: Perception.
Perception (DC 10): The character sees danger coming and grants a +2 bonus to the next check a character makes. A failed check applies a -2 penalty instead.
FOREST
Skill Alterations: Nature
Special: Any time a character makes a skill check as part of this skill challenge. another character must Simultaneously attempt a DC 15 Nature check. If the Nature check fails. the party loses its way and gains 1 failure. In addition, the next skill check made as part of the skill challenge takes a -2 penalty.
Special: The party needs to cross the river. After the group gets 1 success. have each character make a DC 10 Athletics check. Ifanyone fails, the party gains I failure (total, not per failed check). Otherwise, the party gains 1 success. Either way, the characters cross the river.
Success/Failure: The characters can go directly to the shrines, the markets, or anywhere south of those locations if they succeed at going through the forest.
I see how I can run this part of adventure by improvising as usual and using this info above only as a structure guide. I would just ask players what would they like to do, and count some skill checks failure and successes and then depend the exit point on it. (The more successes, the closer they will stealth to the goal.
But I feel that it's not how the challenge designer wanted it to be. I mean how do I present structure to players. How do I explain that they should stick to it (or otherwise challenge will break, right? and becomes just a guide, just tips, not structured challenge). I mean how to tie this challenge into regular gameflow without limiting their freedom and sticking to certain game mechanic structure?
OK so before I'm lost completely here are more specific questions:
- How to present challenge structure without breaking the suspense, the illusion of a game?
- Why would they want to use those skills? Should I invent obstacles for them? Should I simply prevent them from getting into the city before they reach 4 successes?
- How to make them swim the river on their 2nd skill check (if I understand challenge correctly)?
- They navigate forest, they swim the river, they pass the guard - thats 3, I need 6 situations max to make room for skill checks? or how should I run it?
So if anyone can show me examples (like adventure log of some sort) that will help me to do it correctly I will be very appreciated. Examples of how to describe situation to players, of how their natural choices ties into presented skills and structure of challenge.
Fhew... Yes, I'm confused. I understand that there is not only one right way to run this, but still... You can ask me questions, if I express myself not clearly enough.
Thank you, roleplaying comunity!
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