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General Tabletop Discussion
*Dungeons & Dragons
What are your favorite Skill Challenges.
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<blockquote data-quote="pemerton" data-source="post: 7530744" data-attributes="member: 42582"><p>I see it as closer to something Luke Crane talks about in his Adventure Burner - the stakes are implicit in the situation, and thus - as the situation changes - can themselves change.</p><p></p><p>This depends on a group who are reasonably familiar with one another's approach to play, so that the players can tell (from experience) when I am increasing or stepping back the pressure; and so that I can tell (again, from experience) what a player is committing to in an action declaration. Of course on the GM side if I'm not sure I can always ask - but my players don't tend to ask back, relying on the fiction as narrated by me, and in light of their familiarity with my approaches, to ascertain what is going on.</p><p></p><p>Eg in the Soul Abattoir the players know that what is at stake, in general terms, is <em>destroying the place</em> and <em>redirecting the flow of souls</em>. But the details of the latter couldn't be narrated, and hence detailed stakes (including Vecna's role) couldn't be established, except subseuently to other action declarations, like turning off the machinery in the main shriving room.</p><p></p><p>This reflects the fact that each move in a skill challenge is itself a skill check with an initial framing context, a goal, and a resolution one way or another. I don't think it's very easy to set the framing context and goal (and hence detailed stakes) for check 12 if check 1 hasn't happened yet!</p></blockquote><p></p>
[QUOTE="pemerton, post: 7530744, member: 42582"] I see it as closer to something Luke Crane talks about in his Adventure Burner - the stakes are implicit in the situation, and thus - as the situation changes - can themselves change. This depends on a group who are reasonably familiar with one another's approach to play, so that the players can tell (from experience) when I am increasing or stepping back the pressure; and so that I can tell (again, from experience) what a player is committing to in an action declaration. Of course on the GM side if I'm not sure I can always ask - but my players don't tend to ask back, relying on the fiction as narrated by me, and in light of their familiarity with my approaches, to ascertain what is going on. Eg in the Soul Abattoir the players know that what is at stake, in general terms, is [I]destroying the place[/I] and [I]redirecting the flow of souls[/I]. But the details of the latter couldn't be narrated, and hence detailed stakes (including Vecna's role) couldn't be established, except subseuently to other action declarations, like turning off the machinery in the main shriving room. This reflects the fact that each move in a skill challenge is itself a skill check with an initial framing context, a goal, and a resolution one way or another. I don't think it's very easy to set the framing context and goal (and hence detailed stakes) for check 12 if check 1 hasn't happened yet! [/QUOTE]
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