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Skill challenges: action resolution that centres the fiction
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<blockquote data-quote="FallenRX" data-source="post: 8732605" data-attributes="member: 7033472"><p>Oh no Progress Clocks and such from blade in the dark are good, but those are pretty different from skill challenges, as they are used and resolved in a much different way, seperate from focusing on action resolution and more of a measure of something, usually time,, that is a smarter way of going about it, as its not expecting players needing to do X input to get X output or expecting an action to go in or out, and thats how they engage with a problem.</p><p></p><p>What im talking about is the very much player-action resolution-oriented 4E-styled Skill challenges that a lot of people seem to pedal those are awful, and will directly lead to the opposite of the resolves your describing because they are centered around how players engage with it, instead of designing based on describing the issue itself. That type of skill challenge is something far more designed, then the simple extended skill checks/Progress clocks we are talking about here.</p><p></p><p>I think throwing all of those mechanics under the Skill Challenge banner is bad, because Skill Challenges are a very specific type of thing, that is usually always terrible. This is a terminology issue, i feel.</p></blockquote><p></p>
[QUOTE="FallenRX, post: 8732605, member: 7033472"] Oh no Progress Clocks and such from blade in the dark are good, but those are pretty different from skill challenges, as they are used and resolved in a much different way, seperate from focusing on action resolution and more of a measure of something, usually time,, that is a smarter way of going about it, as its not expecting players needing to do X input to get X output or expecting an action to go in or out, and thats how they engage with a problem. What im talking about is the very much player-action resolution-oriented 4E-styled Skill challenges that a lot of people seem to pedal those are awful, and will directly lead to the opposite of the resolves your describing because they are centered around how players engage with it, instead of designing based on describing the issue itself. That type of skill challenge is something far more designed, then the simple extended skill checks/Progress clocks we are talking about here. I think throwing all of those mechanics under the Skill Challenge banner is bad, because Skill Challenges are a very specific type of thing, that is usually always terrible. This is a terminology issue, i feel. [/QUOTE]
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