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Sucking the Life Out of Skill Challenges
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<blockquote data-quote="LostSoul" data-source="post: 5969874" data-attributes="member: 386"><p>That response from the players makes sense to me. It sounds like 1) they need more information about what their choices are, and 2) they are trying to make a smart choice. This is good.</p><p></p><p>Some thoughts:</p><p></p><p>1. Present the players with an interesting fictional situation.</p><p>2. Describe what the conflict is - what the PCs stand to gain or lose, what is opposing them. Conflict gives meaning to the choices the players make.</p><p>3. Describe what the PCs sense in the moment. Sketch a quick and dirty a map if it's complex. This allows the players to make informed decisions.</p><p>4. Describe the danger or opposition to the PCs in the moment. If it's hidden, let them know that something dangerous is hidden from sight. If not, let the players know the possible consequences - the opposition's goal. This pushes the PCs into action and forces a decision from the players.</p><p>5. Ask the players to describe the actions of their PCs in the moment. Do not let them use jargon, e.g. "I make a Stealth check." This is the <em>choice</em> the players are making, and this choice determines how the situation will resolve.</p><p>5a. If the players ask for clarifications or more information, give it to them. If something is hidden, tell them it is hidden.</p><p>6. Resolve <em>the actions of the PCs.</em> This is why the player's can't use jargon; you need something to resolve. It's important to resolve the actions, because that will tell you <em>how the situation changes.</em></p><p>6a. Success means that the PCs accomplish two things: their action in the moment, and how they progress closer to their end goal. </p><p>6b. Failure can mean: the PCs were unsuccessful in their action in the moment, they move further away from their goal, and/or a complication has been introduced. These are not exclusive, nor is any one mandatory.</p><p>6c. Some actions require a check, some are automatic successes, some automatic failures, and others may require a check but do not add to the tally towards resolution of the situation (the Skill Challenge).</p><p>7. Describe how the situation has changed based on the resolution of the PC's action in the moment.</p><p>8 Repeat 3-7 until the situation has been resolved.</p><p>8a. This does not necessarily require the PCs to tally the required number of successes or three failures.</p><p>9. Award the PCs XP.</p><p></p><p>Notes:</p><p>* "In the moment" can have different meanings based on the scope and scale of the skill challenge. The moment being resolved can be anywhere from a heartbeat to a year. It's possible for the time scale to change within a single skill challenge.</p><p></p><p>* If the whole group is doing something, only call for one check and let the others aid. The one who makes the check should be the one whom success or failure hinges on. Remember that aiding is an action and needs to be described - it can change the situation as well!</p><p></p><p>* If the actions of the PCs lead to a resolution of the situation, end the skill challenge there. If there is no more reasonable opposition or the conflict has been resolved, it's over.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5969874, member: 386"] That response from the players makes sense to me. It sounds like 1) they need more information about what their choices are, and 2) they are trying to make a smart choice. This is good. Some thoughts: 1. Present the players with an interesting fictional situation. 2. Describe what the conflict is - what the PCs stand to gain or lose, what is opposing them. Conflict gives meaning to the choices the players make. 3. Describe what the PCs sense in the moment. Sketch a quick and dirty a map if it's complex. This allows the players to make informed decisions. 4. Describe the danger or opposition to the PCs in the moment. If it's hidden, let them know that something dangerous is hidden from sight. If not, let the players know the possible consequences - the opposition's goal. This pushes the PCs into action and forces a decision from the players. 5. Ask the players to describe the actions of their PCs in the moment. Do not let them use jargon, e.g. "I make a Stealth check." This is the [i]choice[/i] the players are making, and this choice determines how the situation will resolve. 5a. If the players ask for clarifications or more information, give it to them. If something is hidden, tell them it is hidden. 6. Resolve [i]the actions of the PCs.[/i] This is why the player's can't use jargon; you need something to resolve. It's important to resolve the actions, because that will tell you [i]how the situation changes.[/i] 6a. Success means that the PCs accomplish two things: their action in the moment, and how they progress closer to their end goal. 6b. Failure can mean: the PCs were unsuccessful in their action in the moment, they move further away from their goal, and/or a complication has been introduced. These are not exclusive, nor is any one mandatory. 6c. Some actions require a check, some are automatic successes, some automatic failures, and others may require a check but do not add to the tally towards resolution of the situation (the Skill Challenge). 7. Describe how the situation has changed based on the resolution of the PC's action in the moment. 8 Repeat 3-7 until the situation has been resolved. 8a. This does not necessarily require the PCs to tally the required number of successes or three failures. 9. Award the PCs XP. Notes: * "In the moment" can have different meanings based on the scope and scale of the skill challenge. The moment being resolved can be anywhere from a heartbeat to a year. It's possible for the time scale to change within a single skill challenge. * If the whole group is doing something, only call for one check and let the others aid. The one who makes the check should be the one whom success or failure hinges on. Remember that aiding is an action and needs to be described - it can change the situation as well! * If the actions of the PCs lead to a resolution of the situation, end the skill challenge there. If there is no more reasonable opposition or the conflict has been resolved, it's over. [/QUOTE]
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