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Need DM help: Skill Challenges, encounters and story transitioning
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6368106" data-attributes="member: 82106"><p>I'm very tempted to say that the fundamental result of each successful SC should be a clue. The first one could work this way also, the PCs are ALWAYS going to escape from the car (or else its game over). You can of course ding them resources for failure (HS naturally works) but that still leaves the carrot side of it. Give them some sort of nice clue that something weird is going on. Maybe they find some sort of object in the baggage or they catch a cultist of some sort, maybe there's a substantial clue that can be used in a later adventure? </p><p></p><p>The advantage of success in the final challenge could just be the gratitude of the townspeople. Maybe if you stop the train their a bit more willing to help out the PCs. I'm not sure of the details of the power structure in your town or how much it is under the thumb of occult influences, but I think the reward for passing this SC could be acquisition of some sort of useful ally.</p><p></p><p>In general 4e is a romping type of game. Keep it fast and loose. Design each encounter with some sort of shtick involved. The first couple maybe just basic "its on a train!" is enough as they will be short and sweet. Maybe in the second one some of the bad guys use the windows to climb around outside and outflank the defender or something. After that you will need a hook for each of encounters 3-6. 3 could be a hostage standoff with the bad guys. Winning and saving the hostage(s) could generate a reward of its own. You could just make it a minor quest even. The PCs encounter the kid who gives out the "find my mom" quest. Mom of course has a dagger at her throat. Later ones could include items like traps, ambush from above (Villain that can come through the ceiling), teleporting monster, another secondary goal (getting a map or book, not just beating the bad guys to a pulp).</p><p></p><p>I always think "How would it be if this was an Indiana Jones movie?" and extrapolate from there.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6368106, member: 82106"] I'm very tempted to say that the fundamental result of each successful SC should be a clue. The first one could work this way also, the PCs are ALWAYS going to escape from the car (or else its game over). You can of course ding them resources for failure (HS naturally works) but that still leaves the carrot side of it. Give them some sort of nice clue that something weird is going on. Maybe they find some sort of object in the baggage or they catch a cultist of some sort, maybe there's a substantial clue that can be used in a later adventure? The advantage of success in the final challenge could just be the gratitude of the townspeople. Maybe if you stop the train their a bit more willing to help out the PCs. I'm not sure of the details of the power structure in your town or how much it is under the thumb of occult influences, but I think the reward for passing this SC could be acquisition of some sort of useful ally. In general 4e is a romping type of game. Keep it fast and loose. Design each encounter with some sort of shtick involved. The first couple maybe just basic "its on a train!" is enough as they will be short and sweet. Maybe in the second one some of the bad guys use the windows to climb around outside and outflank the defender or something. After that you will need a hook for each of encounters 3-6. 3 could be a hostage standoff with the bad guys. Winning and saving the hostage(s) could generate a reward of its own. You could just make it a minor quest even. The PCs encounter the kid who gives out the "find my mom" quest. Mom of course has a dagger at her throat. Later ones could include items like traps, ambush from above (Villain that can come through the ceiling), teleporting monster, another secondary goal (getting a map or book, not just beating the bad guys to a pulp). I always think "How would it be if this was an Indiana Jones movie?" and extrapolate from there. [/QUOTE]
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