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*TTRPGs General
Non combat climactic challenges
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<blockquote data-quote="Psion" data-source="post: 1561286" data-attributes="member: 172"><p>I would say that ideally, the sort of climactic challenge I would find most compelling:</p><ol> <li data-xf-list-type="ol">Should have some risk if the party fails and/or handles the situation improperly. That risk need not necessarily be direct physical threat to the PCs, but it should impress on them the importance of the situation.</li> <li data-xf-list-type="ol">Dice rolling or not is not that important, but ideally, it should be something that allows most or all of the party to contribute.</li> <li data-xf-list-type="ol">To a lesser extent, I would say it would be nice if at least some character abilities contributed. That gives the player the ability that their character plays a specific role that others could not play. This need not involve dice rolling, but might involve having the player figure out that an ability is useful in a given situation.</li> <li data-xf-list-type="ol">Finally, this may be a bit much to ask, but a challenge that contains puzzles of any sort should have alternatives to the puzzles or the puzzles are helpful but not essential. My best puzzler players moved a few months back and I don't know if my new players are up to a bunch of steely intellectual challenges. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></li> </ol><p></p><p>A few people have mentioned an escape scenarios. Any ideas on how you would run that so that player decisions and character abilities were important? I mean it seems like it would be easy to turn that into a mere narration, and if you leave a lot to chance, it could be disastrous. Perhaps the best way to address this is by "degrees of failure" sort of thing. Staying here will mean certain death. Risking grabbing the dingus or failing too many challenges on the way out could leave you alive but trapped, etc.</p></blockquote><p></p>
[QUOTE="Psion, post: 1561286, member: 172"] I would say that ideally, the sort of climactic challenge I would find most compelling: [list=1][*]Should have some risk if the party fails and/or handles the situation improperly. That risk need not necessarily be direct physical threat to the PCs, but it should impress on them the importance of the situation. [*]Dice rolling or not is not that important, but ideally, it should be something that allows most or all of the party to contribute. [*]To a lesser extent, I would say it would be nice if at least some character abilities contributed. That gives the player the ability that their character plays a specific role that others could not play. This need not involve dice rolling, but might involve having the player figure out that an ability is useful in a given situation. [*]Finally, this may be a bit much to ask, but a challenge that contains puzzles of any sort should have alternatives to the puzzles or the puzzles are helpful but not essential. My best puzzler players moved a few months back and I don't know if my new players are up to a bunch of steely intellectual challenges. ;)[/list] A few people have mentioned an escape scenarios. Any ideas on how you would run that so that player decisions and character abilities were important? I mean it seems like it would be easy to turn that into a mere narration, and if you leave a lot to chance, it could be disastrous. Perhaps the best way to address this is by "degrees of failure" sort of thing. Staying here will mean certain death. Risking grabbing the dingus or failing too many challenges on the way out could leave you alive but trapped, etc. [/QUOTE]
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