Avoid obvious Divine Intervention/Quests...
Make them tests of Ethics / Priorities.
Choose A or B - and make sure you plan for the player who tries for C, or goes for A&B. If you've read Wheel of Time, think of the test the Initiates go through, 'the way back will come but once' - that is a good example. Just remember that in the book the characters finished hoping mad and wanting to kill something for making them make such choices!
Some Players might object to Divine quests - or the type of 'you did the wrong thing, you loose' or 'fight the immpossible fight and if you pray you will win' type of things.
The tricky part of this style of challenge is making sure the players have enough information at the start, and you aren't spoon feeding it to them as they flounder/need it. In other words - when you first describe the situation, it should have all of the info they need to 'pass the test', and you are not giving them hints as they go along. If you do, it becomes not a challenge of the character, but a test of the player's ability to weedle info out of the GM. And that is less interesting.
Also - with 4 PCs, have all of them facing their tests at the same time. Talk to one of them, then jump to the next, then the next - trying to leave each of them in an interesting spot, with something to think about. This makes it more interesting for everyone, as they can watch the other's trials, and gives everyone more time to think without everyone else getting bored or building dice towers.
Make them tests of Ethics / Priorities.
Choose A or B - and make sure you plan for the player who tries for C, or goes for A&B. If you've read Wheel of Time, think of the test the Initiates go through, 'the way back will come but once' - that is a good example. Just remember that in the book the characters finished hoping mad and wanting to kill something for making them make such choices!
Some Players might object to Divine quests - or the type of 'you did the wrong thing, you loose' or 'fight the immpossible fight and if you pray you will win' type of things.
The tricky part of this style of challenge is making sure the players have enough information at the start, and you aren't spoon feeding it to them as they flounder/need it. In other words - when you first describe the situation, it should have all of the info they need to 'pass the test', and you are not giving them hints as they go along. If you do, it becomes not a challenge of the character, but a test of the player's ability to weedle info out of the GM. And that is less interesting.
Also - with 4 PCs, have all of them facing their tests at the same time. Talk to one of them, then jump to the next, then the next - trying to leave each of them in an interesting spot, with something to think about. This makes it more interesting for everyone, as they can watch the other's trials, and gives everyone more time to think without everyone else getting bored or building dice towers.
