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General Tabletop Discussion
*Dungeons & Dragons
Mystery Challenge, a variant of Skill Challenge
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<blockquote data-quote="TheDelphian" data-source="post: 9549596" data-attributes="member: 7022317"><p>No.</p><p></p><p>I cam up with it as a solution to players in a group. I found in a mystery only half the group engages and the other while part of the adventure are not as much into the "Mystery" part of it. I know for each group "Mystery" changes meaning so I guess I am using it in the classical sense and not just a mystery or unknown in a plot. Players engage with those dependent on the secret and their connection to it. </p><p></p><p>I think I wanted to run this without making the players learn a bunch of stuff and knowing the players would still not know what the characters know. That was one of the gaps I wanted to bridge and avoid boring players who were not into the "Mystery" part of it but everyone enjoyed succeeding on a test to gain a clue.</p><p></p><p>Now test to gain a clue where a specific set of skills so the players couldn't maneuver or choose what they were best at but I was always open to skill checks I might not of thought of but I could see as reasonable.</p></blockquote><p></p>
[QUOTE="TheDelphian, post: 9549596, member: 7022317"] No. I cam up with it as a solution to players in a group. I found in a mystery only half the group engages and the other while part of the adventure are not as much into the "Mystery" part of it. I know for each group "Mystery" changes meaning so I guess I am using it in the classical sense and not just a mystery or unknown in a plot. Players engage with those dependent on the secret and their connection to it. I think I wanted to run this without making the players learn a bunch of stuff and knowing the players would still not know what the characters know. That was one of the gaps I wanted to bridge and avoid boring players who were not into the "Mystery" part of it but everyone enjoyed succeeding on a test to gain a clue. Now test to gain a clue where a specific set of skills so the players couldn't maneuver or choose what they were best at but I was always open to skill checks I might not of thought of but I could see as reasonable. [/QUOTE]
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