I've tried piles of skill challenges in my regular Wednesday night game. I'm curious what other people have found that works and doesn't work in a good skill challenge. Here are my thoughts:
1. Skill challenges that end with combat can really throw off the plan for a game - it's like adding an extra hour and ends up rewarding them with experience.
2. The more specific the challenge, the better. General challenges leave things too vague - players don't know all the things they can do. If it's specific, they have more ideas of the options they can do. Too much specificity and it becomes railroading. For example, if you're doing a murder investigation, describe most of the things you can in the room - give clues and false clues to see where they go.
3. Make sure you have successes and failures that aren't required to progress and won't slow things down if they fail. A nice reward and a painful failure should be there but it shouldn't get in the way.
4. Most small challenges of 3 or fewer choices can be done without the players even knowing they're involved. In general don't tell players when they're in a challenge.
5. Separating the party is ok in larger skill challenges as long as there's a path to make it back together before combat.
So what other tips have you guys found? What were some of the more successful challenges you've faced and some that didn't work out?
What other tips have you guys found?
1. Skill challenges that end with combat can really throw off the plan for a game - it's like adding an extra hour and ends up rewarding them with experience.
2. The more specific the challenge, the better. General challenges leave things too vague - players don't know all the things they can do. If it's specific, they have more ideas of the options they can do. Too much specificity and it becomes railroading. For example, if you're doing a murder investigation, describe most of the things you can in the room - give clues and false clues to see where they go.
3. Make sure you have successes and failures that aren't required to progress and won't slow things down if they fail. A nice reward and a painful failure should be there but it shouldn't get in the way.
4. Most small challenges of 3 or fewer choices can be done without the players even knowing they're involved. In general don't tell players when they're in a challenge.
5. Separating the party is ok in larger skill challenges as long as there's a path to make it back together before combat.
So what other tips have you guys found? What were some of the more successful challenges you've faced and some that didn't work out?
What other tips have you guys found?