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Skill Challenges: Please stop
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<blockquote data-quote="surfarcher" data-source="post: 5467818" data-attributes="member: 84774"><p>[MENTION=19675]Dannyalcatraz[/MENTION]</p><p></p><p>Sorry but I disagree here. IMHO it's the DMs repsonsibility to encourage roleplaying. And IMHO that'[s relative to each player's experience and ability.</p><p></p><p>My current group has some very strong roleplayers and some very new roleplayers. I don't expect the latter to RP out every role... But if they say "I try to use diplomacy to get past him" I ask them what, in rough terms, their character is trying to say diplomatically. They don't need to be a diplomat. But they do need to outline in very rough terms how their character is approaching the issue. I think anyone can do this.</p><p></p><p>And, as I've come to expect of you, you understood the idea here...</p><p></p><p></p><p>[MENTION=2011]KarinsDad[/MENTION]</p><p></p><p>Hi KD! I provided I high-level outline of one of the SCs I ran that went over well. Are you asking for more details or was that sufficient for you? You can also find so very detailed information on the way I design and assemble Challenges at my <a href="http://forum.rpg.net/showthread.php?t=541849" target="_blank">[ALL Editions] Workshop: Non-Combat Game Structures (Skill Challenges, etc)</a> thread on rpg.net... There's <strong>far</strong> more detail on there than I usually go into!</p><p></p><p>[MENTION=58197]Dausuul[/MENTION]</p><p></p><p>LOL! You know you <strong>can</strong> use "wandering monsters" in 4e. The thing is 4e encounters are supposed to be more consequential and story related than say 1e. What I do is specifically design two or more encounters that take place randomly when the PCs are in transit between other events. If they are slow or dally or the moon crosses venus I pull one of them out. And sometimes I play one to stall for time <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Done right it's pretty cool.</p><p></p><p>@<u><a href="http://www.enworld.org/forum/members/the-jester.html" target="_blank">the Jester</a></u> and [MENTION=82106]AbdulAlhazred[/MENTION]</p><p>See this is something I never understood. I mean I get the point of not railroading the PCs or stifling everything just because one SC was failed. But I don't see an SC as having any point if it's outcome isn't meaningful. There's always a tradeoff. Sometimes the party loses resources of some kind. But other times failure <strong>has</strong> to have a larger impact. Otherwise you lose emotional buyin and without that your players just aren't going to be engaged in the game for very long.</p><p></p><p>Other comments OTW via XP assignment...</p></blockquote><p></p>
[QUOTE="surfarcher, post: 5467818, member: 84774"] [MENTION=19675]Dannyalcatraz[/MENTION] Sorry but I disagree here. IMHO it's the DMs repsonsibility to encourage roleplaying. And IMHO that'[s relative to each player's experience and ability. My current group has some very strong roleplayers and some very new roleplayers. I don't expect the latter to RP out every role... But if they say "I try to use diplomacy to get past him" I ask them what, in rough terms, their character is trying to say diplomatically. They don't need to be a diplomat. But they do need to outline in very rough terms how their character is approaching the issue. I think anyone can do this. And, as I've come to expect of you, you understood the idea here... [MENTION=2011]KarinsDad[/MENTION] Hi KD! I provided I high-level outline of one of the SCs I ran that went over well. Are you asking for more details or was that sufficient for you? You can also find so very detailed information on the way I design and assemble Challenges at my [url=http://forum.rpg.net/showthread.php?t=541849][ALL Editions] Workshop: Non-Combat Game Structures (Skill Challenges, etc)[/url] thread on rpg.net... There's [B]far[/B] more detail on there than I usually go into! [MENTION=58197]Dausuul[/MENTION] LOL! You know you [B]can[/B] use "wandering monsters" in 4e. The thing is 4e encounters are supposed to be more consequential and story related than say 1e. What I do is specifically design two or more encounters that take place randomly when the PCs are in transit between other events. If they are slow or dally or the moon crosses venus I pull one of them out. And sometimes I play one to stall for time :) Done right it's pretty cool. @[U][URL="http://www.enworld.org/forum/members/the-jester.html"]the Jester[/URL][/U] and [MENTION=82106]AbdulAlhazred[/MENTION] See this is something I never understood. I mean I get the point of not railroading the PCs or stifling everything just because one SC was failed. But I don't see an SC as having any point if it's outcome isn't meaningful. There's always a tradeoff. Sometimes the party loses resources of some kind. But other times failure [B]has[/B] to have a larger impact. Otherwise you lose emotional buyin and without that your players just aren't going to be engaged in the game for very long. Other comments OTW via XP assignment... [/QUOTE]
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