Storm-Bringer said:
Because the skill challenge system doesn't track what skills you use, just how many. So, climbing a rope, talking to a stablehand, recalling trivia, or any other skill has the exact same value. It doesn't matter how or where you climb the rope, just that you do or don't so the appropriate tally can be marked. A player could use any other skill interchangeably for any particular part of a skill challenge.
Storm-Bringer said:
No, the skills are fungible. No one skill has any particular meaning in a skill challenge, because any skill can be used at any point. They are meaningless.
You seem to be assuming that what is narrated in an RPG doesn't matter - ie that there is no difference between narrating the skill attempt of "my ropeclimbing guy" and narrating the skill attempt of "my diplomancer". This is a bizarre assumption to make in the context of a discussion of RPG mechanics.
In other words, the "meaning" of a skill challenge is introduced by player narration. If the players don't care for this - ie if they are indifferent to whether their PCs are ropeclimbing guys or diplomancers, and the various thematic or aesthetic implications of such differences - then they may not care for skill challenges.
Storm-Bringer said:
Option A is pretty much how the system has been presented, with the 'say yes' design philosophy.
I don't think so. Option A says nothing about the importance of player narration.
Storm-Bringer said:
What skills you use isn't important to the skill challenge because the skill challenge isn't about using skills. You cannot simultaneously use a 'skill' to describe what the character is capable of and implement a 'skill challenge' system where the skill you use doesn't matter, as long as you use one.
This makes no sense to me. The skills on a character sheet tell us what a PC is good at. From that we, as players of the game, can infer that much of the action in the game will involve the PC doing that thing (rather than some other thing at which s/he is not good).
And of course the skill used does matter: it determines which narrations by a player are permitted and which are not. And it seems that these narrations may in turn feed back into the mechanics, via the GM's assignment of difficulty both to the check for the PC who's action is being narrated, and for future checks for other PCs.
You seem to be inferring, from the fact that
at the gaming table any skill may be used if the player makes a good case for it, that
in the gameworld there is no causal relationship between tasks attempted and skills used. This inference is as fallacious as the following one: because
at the table a GM can decide to put whatever monsters s/he wishes in her or his dungeon,
in the gameworld there are no demographic constraints at work. The second inference ignores the fact that we infer demographic constraints from metagame dungeon-design choices. The first ignores the fact that we infer ingame causality from player skill challenge narration.
Storm-Bringer said:
They have to roll individually, and sequentially. At which point, the logical progression of skill use is wholly subsumed by the meta-game progression of the skill challenge.
No. As noted by Lost Soul in multiple posts, the sequence of narration colours what is possible. And it probably also effects the mechanical difficulty of subsequent skill checks.
Storm-Bringer said:
No single roll in a skill challenge is causally related to any other roll.
Do you mean
in game causality? In that case the checks are so related, because previous narrations colour subsequent narrations. Do you mean
causality at the game table? In that case the checks are also causally related, because (i) previous narrations must be accounted for by subsequent player narrations, and (ii) previous narrations are likely to affect the mechanical difficulty of certain subsequent skill checks.
Storm-Bringer said:
How is this not the exact same as deciding based on one roll?
Are you suggesting it would make no difference to play to resolve combat by one die roll (computed out of the stats of the monsters and the PCs) rather than as currently done? That seems an odd view to take about RPG design. When one factors in that choices at time 1 can change the relevance of a given stat at time 2, the notion becomes even more bizarre, either for combat or skill challenges.
Storm-Bringer said:
Otherwise, the players will have to rely on their planning and wits, not their dice. In other words, congrats on climbing the tree, but that won't put you any closer to a solution unless you capitalize on it. Climbing the tree doesn't put you any closer to a solution, in and of itself.
You seem to be missing the part where the player explains how it is that climbing the tree brings the PCs closer to a solution. And then when the next player to take a turn explains how his or her PC is capitalising on the tree-climb-benefit.
Storm-Bringer said:
Which, of course, means it isn't really a skill challenge at all. Just a marginal mini-game that is totally divorced from not only what the characters are capable of, but also the supposed 'authorial stance' this is supposed to grant the players.
Why is it divorced from player authorial stance? Their narrations determine ingame causality, colour the action, and influence subsequent mechanical outcomes. What more "authorial stance" do you want?
Storm-Bringer said:
What I am pointing out is that the skill challenge system doesn't noticeably increase the role-playing opportunities. As a player, you have had 'authourial stance' the whole time. You describe what you are doing, then roll to see if it succeeds. This system changes nothing.
In fact, if the GM gets to decide whether or not my PC's attempt actually contributes to success, then I
don't have authorial stance.
Storm-Bringer said:
The DM sets up a situation, say a poison bomb in a corpse, and hangs it in a tree.
<snip description of sequence of task-resolution PC actions>
So, it progresses logically
<snip>
we see that once the challenge is won, nothing further they do in regards to that situation matters. The can swing the corpse around by the heels and toss it at each other.
<snip>
So, you tell me which one is more enjoyable. The players figuring it out one step at a time, or the players rolling dice to see if they are allowed to figure it out.
There is nothing illogical about the progression of a skill challenge. The GM does not have a monopoly on the capacity for logical narration. Nor does it follow that "nothing further done in regards to the situation matters". The actions narrated by the players were actions consistent with resolving the challenge (and thus couldn't fail, given the challenge was over). If the actions narrated were not so consistent, but were rather such things as "swinging the corpse around by the heels and tossing it at each other" it would be quite a different matter.
As to which is more fun, RQ or HeroWars, opinions differ. But your suggestion that HeroWars is unplayable, or produces illogical or untenable play, is absurd.
Storm-Bringer said:
Perhaps there is another way... I know, the players can come up with a plan of action, and the DM can determine the results! Perhaps a roll or two where pertinent, but (this is the cool part) for the most part, the DM and players can - I know this is radical - talk to each other. It might, if the stars are aligned, even lead to some role playing!
The notion that 1st ed AD&D action resolution mechanics (if they can be called that - is persuading the GM a mechanic?) will produce more player participation and more intelligent roleplaying than the sort of mechanics that are common in contemporary narrativist RPGs is a little surprising to me. Do you have any evidence or personal experience that you base this hypothesis on?