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<blockquote data-quote="5ekyu" data-source="post: 7294001" data-attributes="member: 6919838"><p>Ok so, as i stated in another post, i tend to structure my info intop different tiers and some of it is in the "just show up" side, some of it in the "make some typical choices and then some of it is in the "success and major success levels of "gating." The HAS TO KNOW for there to be a scene is in the first two tiers and the "HELPS TO KNOW stuff is in the second two. Depending on the risk level, it may be really really really bad idea to just muscle through with the first two tiers.</p><p></p><p>So, what i was describing to your was not "the extent" of the info from each but the type of info from each type of skill check. </p><p></p><p>And also, as described in another post, its not a challenge but a scene. The players and their characters help to shape what comes out of that scene and even to a notable degree (in my games) what is in it.</p><p></p><p>To be very explicit about this - unlike say a section in a pre-fab tourney module, a player's choices and his characters efforts and especially exceptional successes can wind up ADDING stuff to the encounter that was not previously there in my mind. Just like tere are some here who talk about adding a chance of failure if the players roll even if there was not one before, i do this the opposite way - allowing the player who works his character's skill and his narrative and the mechanics all together to get the chance to be rewarded with it.</p><p></p><p>One benefit of this is, it doesn't require me to do so much work at "balancing" their characters. See, actual balance comes from the instersection of challenge, gain and abilities and that puts a lot over on the GM to kind of watch if their stories feature enough of each character's abilities to play out close. But, if i see the ROLL as not only a PASS/FAIL CHALLENGE PASSER but alos a INSERTION ATTEMPT, then they can do some of that for me.</p><p></p><p>So, while for you a religion test might no be part of the CHALLENGE PATH for me it might be an opportunity to add in some relgion linked elements that can play a role and take the story or sidebars into a direction that leads to that sort of theme. Simplest would be that be recognizes some symbols from some trinkets that he can return to a nearby temple, helping them recognize the as beloniging to missing acolytes who have been gone without them knowing why. </p><p></p><p>The roll to me was an opportunity and a request to "see if my good-at is useful" even if it is not part of the preset CHALLNGE PATh you have pre-defined.</p><p></p><p>We build campaigns differently, that is for sure. i can see why you do not want to share the call for rolls with your players.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7294001, member: 6919838"] Ok so, as i stated in another post, i tend to structure my info intop different tiers and some of it is in the "just show up" side, some of it in the "make some typical choices and then some of it is in the "success and major success levels of "gating." The HAS TO KNOW for there to be a scene is in the first two tiers and the "HELPS TO KNOW stuff is in the second two. Depending on the risk level, it may be really really really bad idea to just muscle through with the first two tiers. So, what i was describing to your was not "the extent" of the info from each but the type of info from each type of skill check. And also, as described in another post, its not a challenge but a scene. The players and their characters help to shape what comes out of that scene and even to a notable degree (in my games) what is in it. To be very explicit about this - unlike say a section in a pre-fab tourney module, a player's choices and his characters efforts and especially exceptional successes can wind up ADDING stuff to the encounter that was not previously there in my mind. Just like tere are some here who talk about adding a chance of failure if the players roll even if there was not one before, i do this the opposite way - allowing the player who works his character's skill and his narrative and the mechanics all together to get the chance to be rewarded with it. One benefit of this is, it doesn't require me to do so much work at "balancing" their characters. See, actual balance comes from the instersection of challenge, gain and abilities and that puts a lot over on the GM to kind of watch if their stories feature enough of each character's abilities to play out close. But, if i see the ROLL as not only a PASS/FAIL CHALLENGE PASSER but alos a INSERTION ATTEMPT, then they can do some of that for me. So, while for you a religion test might no be part of the CHALLENGE PATH for me it might be an opportunity to add in some relgion linked elements that can play a role and take the story or sidebars into a direction that leads to that sort of theme. Simplest would be that be recognizes some symbols from some trinkets that he can return to a nearby temple, helping them recognize the as beloniging to missing acolytes who have been gone without them knowing why. The roll to me was an opportunity and a request to "see if my good-at is useful" even if it is not part of the preset CHALLNGE PATh you have pre-defined. We build campaigns differently, that is for sure. i can see why you do not want to share the call for rolls with your players. [/QUOTE]
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