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General Tabletop Discussion
*TTRPGs General
Skill challenge design -- still wonky
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<blockquote data-quote="timbannock" data-source="post: 4582911" data-attributes="member: 17913"><p>I'd just like to say that this description of a Skill Challenge and how to handle it is awesome. Not only does it make a little sense, it gives the players a clear and focused power over the narrative.</p><p></p><p>My players often either focus WAY TOO MUCH on little niggling things ("No! I will not sell this studded golden chalice that has no plot importance for 25gp. I want to barter with at least 10 merchants and start a bidding war!") or their eyes glaze over during any point where there's travel involved ("You begin blazing a trail through the dark, foreboding Forest of Death, narrowly avoiding wandering monste...hey, why's everyone on their iPhone???").</p><p></p><p>Giving the opportunity to basically tell ME how those things are handled (what skills, what methods) rather than me narrating it to them relieves me of pressure, and gets them more involved. I like it!</p></blockquote><p></p>
[QUOTE="timbannock, post: 4582911, member: 17913"] I'd just like to say that this description of a Skill Challenge and how to handle it is awesome. Not only does it make a little sense, it gives the players a clear and focused power over the narrative. My players often either focus WAY TOO MUCH on little niggling things ("No! I will not sell this studded golden chalice that has no plot importance for 25gp. I want to barter with at least 10 merchants and start a bidding war!") or their eyes glaze over during any point where there's travel involved ("You begin blazing a trail through the dark, foreboding Forest of Death, narrowly avoiding wandering monste...hey, why's everyone on their iPhone???"). Giving the opportunity to basically tell ME how those things are handled (what skills, what methods) rather than me narrating it to them relieves me of pressure, and gets them more involved. I like it! [/QUOTE]
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Skill challenge design -- still wonky
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