The Future of At-Will
Straight from RL, a quick update on some of what’s cooking on At-Will…"Power Packs", More Skill Challenges, an Adventure?
Mobile post sent by gamefiend using Utterli. Replies. mp3
Mobile post sent by gamefiend using Utterli. Replies. mp3
The archives run deep. Feel free to search older content using topic keywords.
Dec 19th 2008
I bet there are some RP purists out there that cringe at the idea of “structured roleplay.”
Have you ever ran a skill challenge without letting the players know? If so, do you think there are any advantages doing it w/o their knowledge? I know you mentioned in Part 1 that it helps players who usually freeze during “freeform roleplay”.
Oh and have you changed the layout of your site recently?
Dec 19th 2008
The line is similar to structuring combat. RPGers like to see some sort of objective rules which give them a since of fair play and accomplishment in combat. The same thing is occuring here in non-combat scenarios.
Instead of knowing that the player is a nature specialist and having the GM simply decide the outcome of a complex woodland scenario - there are now some rules and structure for determining the outcome.
As this blog keeps showing, the problem with the way it was being presented is really only that - a presentation issue. The idea of structuring non-combat with quantifiable skills and stucture may help players to roleplay and feel accomplishment in areas outside of combat - and not simply feel that it was a gift of the GM or a story signpost that was going to be achieved no matter what.