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	<title>Comments on: How to Design a Skill Challenge, Part 1: Theory of Choice</title>
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	<link>http://at-will.omnivangelist.net/2009/01/how-to-design-a-skill-challenge-part-1-theory-of-choice/</link>
	<description>Inspired 4e Design</description>
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		<title>By: How to Design a Skill Challenge #2: Branching - At Will</title>
		<link>http://at-will.omnivangelist.net/2009/01/how-to-design-a-skill-challenge-part-1-theory-of-choice/comment-page-1/#comment-2449</link>
		<dc:creator>How to Design a Skill Challenge #2: Branching - At Will</dc:creator>
		<pubDate>Wed, 05 Aug 2009 20:45:20 +0000</pubDate>
		<guid isPermaLink="false">http://at-will.omnivangelist.net/?p=219#comment-2449</guid>
		<description>[...] we discussed how skill challenges are made interesting through the proper use of choice.  Now we are left with the question:  how do we design choice?  We build meaningful choice [...]</description>
		<content:encoded><![CDATA[<p>[...] we discussed how skill challenges are made interesting through the proper use of choice.  Now we are left with the question:  how do we design choice?  We build meaningful choice [...]</p>
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		<title>By: gamefiend</title>
		<link>http://at-will.omnivangelist.net/2009/01/how-to-design-a-skill-challenge-part-1-theory-of-choice/comment-page-1/#comment-1172</link>
		<dc:creator>gamefiend</dc:creator>
		<pubDate>Wed, 14 Jan 2009 16:53:07 +0000</pubDate>
		<guid isPermaLink="false">http://at-will.omnivangelist.net/?p=219#comment-1172</guid>
		<description>David, welcome to At-Will!  Thanks so much for your kind words!  To let you know, everything that you&#039;re mentioning is being worked on as we speak (er...type?).  Stick around, there&#039;s more on the way!</description>
		<content:encoded><![CDATA[<p>David, welcome to At-Will!  Thanks so much for your kind words!  To let you know, everything that you&#8217;re mentioning is being worked on as we speak (er&#8230;type?).  Stick around, there&#8217;s more on the way!</p>
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		<title>By: David</title>
		<link>http://at-will.omnivangelist.net/2009/01/how-to-design-a-skill-challenge-part-1-theory-of-choice/comment-page-1/#comment-1171</link>
		<dc:creator>David</dc:creator>
		<pubDate>Wed, 14 Jan 2009 16:37:41 +0000</pubDate>
		<guid isPermaLink="false">http://at-will.omnivangelist.net/?p=219#comment-1171</guid>
		<description>hey gamefiend - just wanted to write to let you know that your blog is wonderful and has been very helpful to me as a new dm.  i especially love the stuff on skill challenges - keep it up.  the dm&#039;s guide does a crappy job on describing them and i probably wouldn&#039;t be using them now if it weren&#039;t for your posts.

a few requests - create a podcast of your audio posts.
create an audio post of your group playing out a skill challenge.  i learn a lot by listening to podcasts of groups playing 4e.
i know you are working on it, but a pdf of your skill challenges would be amazing!

once again- thank you thank you thank you!

david</description>
		<content:encoded><![CDATA[<p>hey gamefiend &#8211; just wanted to write to let you know that your blog is wonderful and has been very helpful to me as a new dm.  i especially love the stuff on skill challenges &#8211; keep it up.  the dm&#8217;s guide does a crappy job on describing them and i probably wouldn&#8217;t be using them now if it weren&#8217;t for your posts.</p>
<p>a few requests &#8211; create a podcast of your audio posts.<br />
create an audio post of your group playing out a skill challenge.  i learn a lot by listening to podcasts of groups playing 4e.<br />
i know you are working on it, but a pdf of your skill challenges would be amazing!</p>
<p>once again- thank you thank you thank you!</p>
<p>david</p>
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		<title>By: gamefiend</title>
		<link>http://at-will.omnivangelist.net/2009/01/how-to-design-a-skill-challenge-part-1-theory-of-choice/comment-page-1/#comment-1163</link>
		<dc:creator>gamefiend</dc:creator>
		<pubDate>Tue, 13 Jan 2009 22:13:17 +0000</pubDate>
		<guid isPermaLink="false">http://at-will.omnivangelist.net/?p=219#comment-1163</guid>
		<description>Here&#039;s the basic line that I draw --Do I care if the PCs win?  Do I want them to win?  If the players are bartering with a merchant but I need him to give them something, it&#039;s roleplay all the way. If failure is an option, making a game of it via SCs is a good option.  If you want to advance the story, or give players proper information, time to let it play out as straight RPG. 

In your murder mystery example, the bulk of what makes the mystery move are clues.  While you might have a few clues that you make the PCs work for, the bulk of your clues you need to give to your players as long as they are in the right place.   Why?  Because what&#039;s interesting is what the PCs do with the clues and how they interpret them/connect them.  The places for an SC in your case are set-pieces...the killer find the PCs are getting too close and burns down the inn they&#039;re staying at, while they&#039;re inside it; A desperate horse-chase of the villain when discovered; Finding a clue in a dungeon somewhere that triggers some deathtrap.  

Because I enjoy summations so much, I&#039;ll say this:  Skill Challenges are an option anytime that failure is acceptable (i.e. it doesn&#039;t stop the whole game), and more importantly, interesting.</description>
		<content:encoded><![CDATA[<p>Here&#8217;s the basic line that I draw &#8211;Do I care if the PCs win?  Do I want them to win?  If the players are bartering with a merchant but I need him to give them something, it&#8217;s roleplay all the way. If failure is an option, making a game of it via SCs is a good option.  If you want to advance the story, or give players proper information, time to let it play out as straight RPG. </p>
<p>In your murder mystery example, the bulk of what makes the mystery move are clues.  While you might have a few clues that you make the PCs work for, the bulk of your clues you need to give to your players as long as they are in the right place.   Why?  Because what&#8217;s interesting is what the PCs do with the clues and how they interpret them/connect them.  The places for an SC in your case are set-pieces&#8230;the killer find the PCs are getting too close and burns down the inn they&#8217;re staying at, while they&#8217;re inside it; A desperate horse-chase of the villain when discovered; Finding a clue in a dungeon somewhere that triggers some deathtrap.  </p>
<p>Because I enjoy summations so much, I&#8217;ll say this:  Skill Challenges are an option anytime that failure is acceptable (i.e. it doesn&#8217;t stop the whole game), and more importantly, interesting.</p>
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		<title>By: JackOfHearts</title>
		<link>http://at-will.omnivangelist.net/2009/01/how-to-design-a-skill-challenge-part-1-theory-of-choice/comment-page-1/#comment-1158</link>
		<dc:creator>JackOfHearts</dc:creator>
		<pubDate>Tue, 13 Jan 2009 19:46:42 +0000</pubDate>
		<guid isPermaLink="false">http://at-will.omnivangelist.net/?p=219#comment-1158</guid>
		<description>I have to admit that while I like the Skill Challenge as a concept I have a hard time seeing where its usefulness ends and complex roleplay encounters begin.  

I am basing a session around the investigation of a murder.  The entire session could concievably be a complex skill challenge - and essentially it is.  But the structure is so loose that it seems to defy structure in a skill challenge.  Having a set number of successes or failures seems too arbitrary.  

I think it could be done by assigning verying degrees of success (or # of successes) to different tasks - but there are still different kinds of successes that could lead to a variety of different outcomes.</description>
		<content:encoded><![CDATA[<p>I have to admit that while I like the Skill Challenge as a concept I have a hard time seeing where its usefulness ends and complex roleplay encounters begin.  </p>
<p>I am basing a session around the investigation of a murder.  The entire session could concievably be a complex skill challenge &#8211; and essentially it is.  But the structure is so loose that it seems to defy structure in a skill challenge.  Having a set number of successes or failures seems too arbitrary.  </p>
<p>I think it could be done by assigning verying degrees of success (or # of successes) to different tasks &#8211; but there are still different kinds of successes that could lead to a variety of different outcomes.</p>
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