Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Would you like to see a complex social interaction module early in 5E?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 5953888" data-attributes="member: 42582"><p>I think that you are underestimating two features of skill challenges that distinguish them from free roleplaying mediated by checks with DCs set by GM judgement.</p><p></p><p>First, the DCs aren't just set by GM judgement. They're mandated by a system which scales them to level. That is, the main constraint on DCs is a metagame one, with the expectation that narration will then fall into line with that (where this is an issue - often it's not). This is not unlike the pass/fail cycle in HeroQuest revised establishing the DCs on a metagame basis.</p><p></p><p>Second, there is a fixed number of successes required before a defined number of failures. This means that the GM is obliged to keep the scene alive for a certain duration.</p><p></p><p>In a Burning Wheel's Duel of Wits, no matter how devastating a player's Dismissal spoken for his/her PC, if it doesn't empty the opponent's body of argument the duel goes on - the GM is <em>obliged</em> to narrate some complication or reason that keep the Duel alive. And in a Hero Wars/Quest extended contest, a similar dynamic applies - until a winner is established via mechanics, the scene has to be narrated so as to keep it alive and unresolved.</p><p></p><p>Likewise with a skill challenge. The technique for doing this (although the rulebooks for 4e don't explain this, even though they present examples that only work by drawing on this technique) is to introduce new complications or twists that are introduced on a metagame basis, rather than just being "organic" extrapolations from the ordinarily established fiction (eg in response to the Dismissal in BW, or to the overwhelmingly wonderful Diplomacy check in a 4e skill challenge, "I hear what you say, and your reason is beyond question. But I swore an oath to my late father, and from that I cannot budge" - now the players have to think of a way to have their PCs get the NPC released from the oath, or to reinterpret it).</p><p></p><p>The first of these features - metagame setting of DCs - is what gives players agency. The DCs aren't just GM fiat, they're set having regard to the underlying maths of the game and a certain desired pacing.</p><p></p><p>The second of these features - metagame-driven adjudication by the GM - is what makes these sorts of mechanics generate unexpected results in play, that no one (GM or player) anticipated in advance. LostSoul posted a nice example on these boards some time ago, where the skill challenge mechanics create narrative space and unexpected outcomes <em>even when the player had virtually no chance of losing</em>:</p><p></p><p></p><p></p><p>The playtest, as it currently stands, doesn't have the sort of mechanics - for DC setting, for establishing parameters for adjudication - that would permit this sort of result to be produced in a way that is surprising to both players and GM.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5953888, member: 42582"] I think that you are underestimating two features of skill challenges that distinguish them from free roleplaying mediated by checks with DCs set by GM judgement. First, the DCs aren't just set by GM judgement. They're mandated by a system which scales them to level. That is, the main constraint on DCs is a metagame one, with the expectation that narration will then fall into line with that (where this is an issue - often it's not). This is not unlike the pass/fail cycle in HeroQuest revised establishing the DCs on a metagame basis. Second, there is a fixed number of successes required before a defined number of failures. This means that the GM is obliged to keep the scene alive for a certain duration. In a Burning Wheel's Duel of Wits, no matter how devastating a player's Dismissal spoken for his/her PC, if it doesn't empty the opponent's body of argument the duel goes on - the GM is [I]obliged[/I] to narrate some complication or reason that keep the Duel alive. And in a Hero Wars/Quest extended contest, a similar dynamic applies - until a winner is established via mechanics, the scene has to be narrated so as to keep it alive and unresolved. Likewise with a skill challenge. The technique for doing this (although the rulebooks for 4e don't explain this, even though they present examples that only work by drawing on this technique) is to introduce new complications or twists that are introduced on a metagame basis, rather than just being "organic" extrapolations from the ordinarily established fiction (eg in response to the Dismissal in BW, or to the overwhelmingly wonderful Diplomacy check in a 4e skill challenge, "I hear what you say, and your reason is beyond question. But I swore an oath to my late father, and from that I cannot budge" - now the players have to think of a way to have their PCs get the NPC released from the oath, or to reinterpret it). The first of these features - metagame setting of DCs - is what gives players agency. The DCs aren't just GM fiat, they're set having regard to the underlying maths of the game and a certain desired pacing. The second of these features - metagame-driven adjudication by the GM - is what makes these sorts of mechanics generate unexpected results in play, that no one (GM or player) anticipated in advance. LostSoul posted a nice example on these boards some time ago, where the skill challenge mechanics create narrative space and unexpected outcomes [I]even when the player had virtually no chance of losing[/I]: The playtest, as it currently stands, doesn't have the sort of mechanics - for DC setting, for establishing parameters for adjudication - that would permit this sort of result to be produced in a way that is surprising to both players and GM. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Would you like to see a complex social interaction module early in 5E?
Top