Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Roleplaying in D&D 5E: It’s How You Play the Game
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 8486951" data-attributes="member: 82106"><p>TBH? I wouldn't describe the warehouse in that much detail BEFORE the challenge was entered into. The players would participate in a Skill Challenge (this can be straightforwardly adapted to 5e modulo you would pick DCs a bit differently than in 4e). First we define the consequences of failure, as well as possible consequences of tallying individual check failures for 1 and 2 fails. We would then elucidate what the goal is, in order to establish the basic consequences of victory. </p><p>Now fiction will begin to happen. The PCs show up at the warehouse (or maybe this part happens earlier/on a different day, etc.) and start casing the joint. Do they find some means of ingress? Checks can be made for that! OK, there's a drain pipe and a cupola, and the one guard on duty at night seems fairly inattentive, and there are often things located near the main entrance which could conceal a PC, but the side door is barred tight!</p><p></p><p>Going on from there, maybe the side door was the best gambit, and one of the PCs tried to find a way to sneak in and hide so they could unbar it later, but they failed! OK, so we now know that the other options are less good, second choices that we are left with as a consequence of the first failure. Maybe, as that failure was played out, the player foolishly acted in a way that really got the guards suspicious, next night there are 2 alert guards on the front door! OK, so its going to be the drainpipe...</p><p></p><p>Well, going up the drainpipe works, but the noise makes the guards even more suspicious. They don't spot you, but now they're checking the interior and the PCs have to wait a while until they tire of it. They're still pretty suspicious though, so now the rest of the op is 'lights out' and any noise is going to be a critical issue, we're down to one failure left. Well, eventually the characters succeed, but there was just no way they could get to all of the loot and not be caught, so they end up with a smaller haul, but they did succeed.</p><p>Obviously there will be more detail in actual play, but we cannot really HYPOTHESIZE that, it has to be played out. That is part of the nature of a Story Game, the fiction ARISES dynamically out of play, it is not usually all nailed down ahead of time (though I illustrated how the same fiction you described COULD arise).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8486951, member: 82106"] TBH? I wouldn't describe the warehouse in that much detail BEFORE the challenge was entered into. The players would participate in a Skill Challenge (this can be straightforwardly adapted to 5e modulo you would pick DCs a bit differently than in 4e). First we define the consequences of failure, as well as possible consequences of tallying individual check failures for 1 and 2 fails. We would then elucidate what the goal is, in order to establish the basic consequences of victory. Now fiction will begin to happen. The PCs show up at the warehouse (or maybe this part happens earlier/on a different day, etc.) and start casing the joint. Do they find some means of ingress? Checks can be made for that! OK, there's a drain pipe and a cupola, and the one guard on duty at night seems fairly inattentive, and there are often things located near the main entrance which could conceal a PC, but the side door is barred tight! Going on from there, maybe the side door was the best gambit, and one of the PCs tried to find a way to sneak in and hide so they could unbar it later, but they failed! OK, so we now know that the other options are less good, second choices that we are left with as a consequence of the first failure. Maybe, as that failure was played out, the player foolishly acted in a way that really got the guards suspicious, next night there are 2 alert guards on the front door! OK, so its going to be the drainpipe... Well, going up the drainpipe works, but the noise makes the guards even more suspicious. They don't spot you, but now they're checking the interior and the PCs have to wait a while until they tire of it. They're still pretty suspicious though, so now the rest of the op is 'lights out' and any noise is going to be a critical issue, we're down to one failure left. Well, eventually the characters succeed, but there was just no way they could get to all of the loot and not be caught, so they end up with a smaller haul, but they did succeed. Obviously there will be more detail in actual play, but we cannot really HYPOTHESIZE that, it has to be played out. That is part of the nature of a Story Game, the fiction ARISES dynamically out of play, it is not usually all nailed down ahead of time (though I illustrated how the same fiction you described COULD arise). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Roleplaying in D&D 5E: It’s How You Play the Game
Top