Remember SKILL CHALLENGES? They’re back! I’m blog form!
This is the simplified natural evolution of a tool I’ve been using for years at my table, and I feel this version is more intuitive and fun.
Remember SKILL CHALLENGES? They’re back! I’m blog form!
This is the simplified natural evolution of a tool I’ve been using for years at my table, and I feel this version is more intuitive and fun.
I see someone commented this on the blog, but I think this would be useful for domain play. I’d much rather hand the players a list of priorities to make choices for their faction rather than have them managing resources on a spreadsheet (unless that’s what they want to do).
For sure, I think it’s a strong candidate for domain play and downtime depending on the group!
This was an instant grab-and-save for future use. I’ve done some vaguely similar zoom-out techniques to resolve complex action, but this framing is particularly streamlined and elegant.
I enjoyed reading this. One thing I was a little unclear on - in your introduction you say:
Allow each player to describe something their character does that shifts a ‘maybe’ to a ‘locked in’ state
But then in the worked example none of the PCs actually describe what they do. It’s all at the level of procedure. E.g.
Alice usually has more trouble with other folks than the dead ones, so she is worried about other survivors and shifts that one.
Do you actually require them to describe how they lock it in? Because without that I don’t think I would enjoy this. I’m guessing this is just terseness in your example?
Good call out. I probably could expand the example a bit, because I would absolutely work with the players to figure out what is actually happening in the narrative.
In fact, I think it’s pretty integral to this working. At the end of the procedure you should come away with a ‘canon’ about the situation that everyone understands. The procedure alone won’t get that, so you need to justify the shifts for sure!
That accords exactly with my thinking. Love it!