In practice, the way I've handled it is (i) to rely on the fact that other PCs also have to succeed at checks to win the challenge, and (ii) to use framing and "soft" moves in the context of the challenge to pressure the Sage of Ages player to declare non-knowledge-based actions. That's where "story now" techniques come into their own!
Right! It’s onto the GM to hook into the PC as a protagonist and continue to provide them with hard decisions even at the face of incredible powers such as SoA.
Honestly, my policy outside of any encounter was simply not to have checks happen. If nothing is at stake, just narrate the outcome or let the player have what they want (say yes). If something is at stake, then there should be an ongoing skill challenge!
Ah! I forgot to originally tag you
@AbdulAlhazred. This makes sense.
Yeah, it got used some in my campaigns. I just played it pretty much straight. If a successful detection could work as a success in an SC, then creating one let you check Arcana and obviously would send the fiction in a certain direction. Outside of that, it could set up a combat situation, or simply provide a fictional cue. I tend to see rituals as a way of allowing a character to alter the fictional context of the ongoing challenge in order to use a different skill/ability, and possibly to get auto success depending on how good the fit to the situation is
You could also think of rituals as basically about the same as a specific skill use description, just a sort of mini rule to apply at that point. Yes, it is kind of 'trad', but then the outcomes need not be. So, again, it just tells you how to frame the next bit of fiction.
What I am getting from your examples and description is that, while skill usage description screams task resolution, its onto us as players to
follow through logically and take their results as binding and consequential in resolving the actual conflicts at stake.
Seems like Eye of Alarm could very much be used as a consequence mitigator. If this were Blades in the Dark:
Spend
25 gp -> Position is now “controlled”.
Any ideas for how to use rituals like Detect Secret Doors? If we are playing 4e as a scene framing game without a naturalistic approach to running a dungeon environment, where do you see this ritual being useful? Going back to your description, it seems to me that either the PC's should already have an idea that there might be a secret door somewhere in their vicinity and this is an uncertain, yet quite reliable currency someone can spend to bring it all home. In other words, that the presence of a secret door is already part of the fictional circumstances of the ongoing conflict. Do you see Detect Secret Doors as also something that lets the PC
pronounce
the existence of a secret door where there wasn't one before?
@pemerton thoughts on this?
DW's Discern Realities to "search for clues" in a scene that seems rife with potential for sabotage might be approached by a Ranger with good Wisdom and training in Perception or a Wizard through training in Arcana or a Dwarf Runepriest underground and so on.
Thank you! I totally see what you are saying with regards to skills acting as different tools characters have to meaningfully resolve the conflicts they find themselves in (this is like Blades PCs picking their action). I guess I thought you originally meant that the skills
uses resolution mechanics (the specifics of "
Swim", the specifics of "
Forage") were no more limiting than DW moves, when it seems to me that those require a more grounded attention to the minute details of the fiction and thus not easily generalizable.
that allow players to make and express choices that impose their will on the shared fiction. It's just the rationale and expectations for why you impose your will that differ in the two cases.
As Vincent Baker started transitioning away from GNS, he played with this idea which I think relates nicely to your observation
anyway: post a comment. Player-Empowered play is what defines a lot of the design direction for 4e, both thematic and competitive play equally viable.