Here's what I do now and it seems to work.
1. Advise the characters that they are in a situation that is a skill challenge.
2. It should be fairly obvious what's going on in the encounter and it shouldn't require much explanation. (e.g. a inn is burning down, a negotiation is going on, etc.)
3. Let the players roleplay their way through it.
4. The DM abstracts their actions to the appropriate skill for the player and calls for a skill roll.
5. You do not tell the players how many successes they need before how many failures. Doing so kills the tension at the table. As you have the floon you can certainly drop hints.. (e.g. wow that was a close one... the drop is quite severe and you need to be more careful..., the fire is smoldering lower, the diplomat seems pleased.. etc.)
Of course how they fail affects what happens at the end, but I think that all of the skill challenges threads I've read on the site have been both very helpful and unnecessarily complicated.
Thanks,
KB
1. Advise the characters that they are in a situation that is a skill challenge.
2. It should be fairly obvious what's going on in the encounter and it shouldn't require much explanation. (e.g. a inn is burning down, a negotiation is going on, etc.)
3. Let the players roleplay their way through it.
4. The DM abstracts their actions to the appropriate skill for the player and calls for a skill roll.
5. You do not tell the players how many successes they need before how many failures. Doing so kills the tension at the table. As you have the floon you can certainly drop hints.. (e.g. wow that was a close one... the drop is quite severe and you need to be more careful..., the fire is smoldering lower, the diplomat seems pleased.. etc.)
Of course how they fail affects what happens at the end, but I think that all of the skill challenges threads I've read on the site have been both very helpful and unnecessarily complicated.
Thanks,
KB