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<blockquote data-quote="Tony Vargas" data-source="post: 6721730" data-attributes="member: 996"><p>The few really memorable skill challenges I was in or ran took the structure and expanded it into a sort of mini-game. One DM did a very memorable chariot race, right out of Ben Hur, for instance, with 'chariots' to put minis in and a finish line, as you made success on various skills - and there was a player choice & a random roll to determine which skill was useful each round - you moved a chariot forward (or messed with a different one). Two PC per chariot, and a bunch of NPCs, so we were competing as well as trying to assure one of won. </p><p></p><p> For social challenges, a couple of times, I'd define 'areas' where the players could attempt to exert influence - for instance, in a city, it might include the ruler's palace, the constabulary, a fashionable club, the dockyards where the thieves' guild does business, and so forth. Each area would a have picture, NPCs that could be interacted with, and skills that would typically be used and special rules that applied only there. Each 'round' the players would each pick which area they would go to, and then I'd go around the table and resolve what they tried. Then they'd each choose to stay or got to a different area - if they weren't in the same area, they couldn't help eachother. The NPCs were designed with skills and 'powers' that could affect the challenge. In one, for instance there was an NPC who had a power 'spies everywhere,' so he could use a 'reaction' to counter one thing the PCs did each round. </p><p></p><p>IMHO, things that add structure and assure that each player participates help.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6721730, member: 996"] The few really memorable skill challenges I was in or ran took the structure and expanded it into a sort of mini-game. One DM did a very memorable chariot race, right out of Ben Hur, for instance, with 'chariots' to put minis in and a finish line, as you made success on various skills - and there was a player choice & a random roll to determine which skill was useful each round - you moved a chariot forward (or messed with a different one). Two PC per chariot, and a bunch of NPCs, so we were competing as well as trying to assure one of won. For social challenges, a couple of times, I'd define 'areas' where the players could attempt to exert influence - for instance, in a city, it might include the ruler's palace, the constabulary, a fashionable club, the dockyards where the thieves' guild does business, and so forth. Each area would a have picture, NPCs that could be interacted with, and skills that would typically be used and special rules that applied only there. Each 'round' the players would each pick which area they would go to, and then I'd go around the table and resolve what they tried. Then they'd each choose to stay or got to a different area - if they weren't in the same area, they couldn't help eachother. The NPCs were designed with skills and 'powers' that could affect the challenge. In one, for instance there was an NPC who had a power 'spies everywhere,' so he could use a 'reaction' to counter one thing the PCs did each round. IMHO, things that add structure and assure that each player participates help. [/QUOTE]
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