overgeeked
B/X Known World
Oh so much more. I just finished reading Level Up! the Guide to Great Video Game Design by Scott Rogers. There’s so much tabletop RPGs can, should, and need to learn from video games.
Half of that is adventure design or DMing IMO.Boss Monsters with cool Power moves
Boss Monsters with semi-predictable/exploitable patterns that can be used to give Players an advantage
Boss Monsters that adapt to player interactions by releasing the next ‘Power move’
Boss Monsters that get to summon waves of mooks to keep the player busy while the recover or set up the next Power Move
Dungeons that include Sub-Bosses before reaching the Boss monster
waves of easy mooks to keep the player occupied
Skill challenges are the opposite of a sense of discovery for me. They feel mechanical, cold, abstract and crunchy. I really dislike them and I hate that they get advertised as a solution for everything. For some problems it might help, but definitely not with a sense of discovery.Pulling in advice from people like Justin Alexander and Mike Shea would go a long way to answer any questions people might have about doing this in a game. Bringing back something like skill challenges, though much looser, would solve so many problems.
Hence the "only looser" bit there at the end. As written, skill challenges sucked. Full stop. If you view them as an early and awkward version of clocks, which I do, and you use clocks instead, they work perfectly. Trouble is, most people around here don't know clocks, but they do know skill challenges. So saying "skill challenges only looser" generally gets the point across better than starting by explaining clocks...because the response to that is generally "you mean like skill challenges that don't suck?"Skill challenges are the opposite of a sense of discovery for me. They feel mechanical, cold, abstract and crunchy. I really dislike them and I hate that they get advertised as a solution for everything. For some problems it might help, but definitely not with a sense of discovery.
It doesn't help that clocks are also quite poorly described in their source material.Hence the "only looser" bit there at the end. As written, skill challenges sucked. Full stop. If you view them as an early and awkward version of clocks, which I do, and you use clocks instead, they work perfectly. Trouble is, most people around here don't know clocks, but they do know skill challenges. So saying "skill challenges only looser" generally gets the point across better than starting by explaining clocks...because the response to that is generally "you mean like skill challenges that don't suck?"
Thats my biggest gripe with them. I start to use them, but I think I still have to fully grasp them.It doesn't help that clocks are also quite poorly described in their source material.
ops, completely overread these two words. Yeah, clocks are definitely better, but I don't get how they would help with a sense of discovery for the players. Maybe I misunderstand them (see first quote), but for me skill challenges or the more abstract (and better) clocks are to track complex, dynamic challenges and situations. I don't see how they can enhance the magical discovery and exploration of a Zelda or an Elden Ring to name two recent video games that have almost perfected that feeling for me.Hence the "only looser" bit there at the end. As written, skill challenges sucked. Full stop. If you view them as an early and awkward version of clocks, which I do, and you use clocks instead, they work perfectly.
I prefer progress tracks, a la Ironsworn and Starforged, but with milestones built in. You can use them for anything, including exploration, fights against hordes you don't want to keep track of, political machinations, and, of course, traps.It doesn't help that clocks are also quite poorly described in their source material.
I watched a couple of his videos but wasn’t impressed. His one on Disneyland seemed like an iffy summary of sections of the book Level Up I finished last night. Reading that book and watching Architect of Games and Game Maker’s Toolkit will get people way further down this road.If you're not watching Trekiros' content on Youtube for this, you should be. His recent stealth video, pointing out how the stealth gameplay loop works in videogames committed to it, and how that can be mined for 5e play is a perfect example of exactly what we can learn. Really, he's done some brilliant work in general in improving 5e with precisely this outlook.
This is precisely an example of why I hate such systems. You have 1 line of text here that's the entire loadbearing part of the game. What skill checks? How do I know which one is better to make? Can I use an ability to circumvent the entire puzzle? If I use a skill check to achieve 1 level of success this time, can I declare the same course of action elsewhere for the same DC and chance of success?For example, you might have the classic "locked room filling with water" trap as a progress track with, say 10, boxes. As the room fills with water, the PCs have to located and then manipulate a bunch of levers to force the water out. Each box requires a successful check against a DC -- skill is variable and the GM asks the players to describe what they are doing to make the check. When 5 boxes are filled, the levers are revealed. When 8 boxes are filled, the PCs managed to reveal the "plug." When the last box is filled, they manage to release the plug and wash themselves down the drain to the next level (or whatever). The danger is that the room fills after X rounds and then the PCs have to start holding their breath, have to swim, get disadvantage on their checks, or some combination.