Ways to challenge player skill
Moderator: Falconer
Ways to challenge player skill
I am making a list of ways to challenge player skill. Thus far, I have the following:
Solving puzzle or riddle
Incomplete rumors
Deal with a character's incapacity or penalty (e.g., has become vulnerable to fire)
Offer clues to risks and rewards
Unusual Tactical situations
Can anyone offer other ideas for general ways to challenge the skill of the players (as opposed to the character sheet)? I realize that these categories are fairly broad, but I'm concerned that I've missed something major that doesn't fall into one of the categories.
Solving puzzle or riddle
Incomplete rumors
Deal with a character's incapacity or penalty (e.g., has become vulnerable to fire)
Offer clues to risks and rewards
Unusual Tactical situations
Can anyone offer other ideas for general ways to challenge the skill of the players (as opposed to the character sheet)? I realize that these categories are fairly broad, but I'm concerned that I've missed something major that doesn't fall into one of the categories.
- Matthew
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I suppose it falls under puzzle solving, but there's 'interacting with NPCs to solve a mystery', not sure how to word that succinctly.
[i]It is a joyful thing indeed to hold intimate converse with a man after one’s own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.[/i]
– Yoshida Kenko (1283-1350), [i]Tsurezure-Gusa[/i] (1340)
– Yoshida Kenko (1283-1350), [i]Tsurezure-Gusa[/i] (1340)
Have them manage something larger then the player group.
Example: I had one character find himself in charge of pulling together a merchant caravan and all that task includes. Another time I had a character responsible for the local bar/stable house for a time.
I did keep both as a set period of time so as not to overly side track their character.
Daniel
Example: I had one character find himself in charge of pulling together a merchant caravan and all that task includes. Another time I had a character responsible for the local bar/stable house for a time.
I did keep both as a set period of time so as not to overly side track their character.
Daniel
Very good one! That's definitely a broad category I missed. Thanks!dafrca wrote:Have them manage something larger then the player group.
Example: I had one character find himself in charge of pulling together a merchant caravan and all that task includes. Another time I had a character responsible for the local bar/stable house for a time.
I did keep both as a set period of time so as not to overly side track their character.
Daniel
- blackprinceofmuncie
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- Daniel Proctor
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Sort of like a cross adventure puzzle or long term "scavenger hunt" kind of thing?blackprinceofmuncie wrote:Provide a multitude of unrelated items which are, individually, not particularly helpful but when combined in certain ways may present solutions to a problem.
I'm not sure how to shorten that into a bullet point. Maybe "Provide opportunities for synthetic problem solving".
Daniel
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Solving a mystery by finding and deciphering the clues (Jinkies its old man Mathers!)
Man vs. Nature= alone unarmed in the wilderness; whatcha going to do.
mazes
Man vs. Nature= alone unarmed in the wilderness; whatcha going to do.
mazes
I want to hear what you did in the dungeon, not the voting booth. Politics and rules minutia both bore me in my opinion.
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The Stonegiant's Cave- Old school hand drawn maps and illustrations. I am taking commissions. Check me out on-
Blogger: https://thestonegiantscave.blogspot.com/
Deviant Art: https://www.deviantart.com/stonegiant81
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Enforce logical consequences. (Exactly how are you going to fence the jewelled eyes you levered out of the spider god's idol? Who will you fence it to? Whose side are they on?)
Resolve challenges through narrative rather than dice rolls. (You're looking for traps? Where, how, what precautions are you taking? Oh, okay. There's a poison dart trap but it discharges harmlessly over your head.)
Resolve challenges through narrative rather than dice rolls. (You're looking for traps? Where, how, what precautions are you taking? Oh, okay. There's a poison dart trap but it discharges harmlessly over your head.)
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Don't know what you would call them but, Delimas like...
A wizard through years of research and divination spells thinks he has found the artifact he has been seeking and contracts the players to retrieve it. Through the course of the adventure they find it and also find out how evil it is. Do they return it as contracted not knowing the wizard's intentions or hide/destroy it, risking bringing on the rage of a powerful wizard?
A powerful and rich merchant contracts the players to find his kidnapped wife. They find her only to find out he is evil and abusive in the extreme and wasn't kidnapped, but instead ran off with her true love. Do they turn her over or tell him her whereabouts, or help her and her lover hide from the merchant and the new band of adventurers hired to find her? Possibly coming into conflict with this band who is not evil but just trying to earn a living. Also bringing on the ire of a powerful oppponent.
Encountering someone who is wounded and helping them regain their health, they befriend the new character who really becomes their friend. After a time they run afoul of city guards dispatched to return this person for what crime/s they committed. Knowing this person is decent and a friend, do the players turn this person over to the guards or defend them? Possibly coming to blows over them and becoming outlaws themselves.
I guess, "moral delimas" maybe?
A wizard through years of research and divination spells thinks he has found the artifact he has been seeking and contracts the players to retrieve it. Through the course of the adventure they find it and also find out how evil it is. Do they return it as contracted not knowing the wizard's intentions or hide/destroy it, risking bringing on the rage of a powerful wizard?
A powerful and rich merchant contracts the players to find his kidnapped wife. They find her only to find out he is evil and abusive in the extreme and wasn't kidnapped, but instead ran off with her true love. Do they turn her over or tell him her whereabouts, or help her and her lover hide from the merchant and the new band of adventurers hired to find her? Possibly coming into conflict with this band who is not evil but just trying to earn a living. Also bringing on the ire of a powerful oppponent.
Encountering someone who is wounded and helping them regain their health, they befriend the new character who really becomes their friend. After a time they run afoul of city guards dispatched to return this person for what crime/s they committed. Knowing this person is decent and a friend, do the players turn this person over to the guards or defend them? Possibly coming to blows over them and becoming outlaws themselves.
I guess, "moral delimas" maybe?
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grodog
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Mapping. Many folks just can't, so make them regret it if they don't 
Secret door opening processes/mechanisms and other puzzles and riddles.
Limited resources management, such as going into an area needing to use a lot of spells, potions, etc. in order to reach the other side of a raging fire (need lots of fire resist potions, or resist heat/cold, etc.) or an extensive underwater area (can only explore as long as your water breathing/airy water, etc. lasts), huge hoard (what do you choose to carry out since you can't take most of it with you), time-bound exploration (a series of one-way doors open and close in a series/as a unit, and you have X time to do Y before you're a permanent exhibit), attrition environs (the area you're in causes damage, attracts WM/undead/demons, reduced ability to turn, is anti-magical, drains memorized spells/levels/stats/etc.). These may fall under Unusual Tacticals, but I thought I should mention it, in case.
Secret door opening processes/mechanisms and other puzzles and riddles.
Limited resources management, such as going into an area needing to use a lot of spells, potions, etc. in order to reach the other side of a raging fire (need lots of fire resist potions, or resist heat/cold, etc.) or an extensive underwater area (can only explore as long as your water breathing/airy water, etc. lasts), huge hoard (what do you choose to carry out since you can't take most of it with you), time-bound exploration (a series of one-way doors open and close in a series/as a unit, and you have X time to do Y before you're a permanent exhibit), attrition environs (the area you're in causes damage, attracts WM/undead/demons, reduced ability to turn, is anti-magical, drains memorized spells/levels/stats/etc.). These may fall under Unusual Tacticals, but I thought I should mention it, in case.
grodog
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http://www.greyhawkonline.com/grodog/greyhawk.html for my Greyhawk site
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----
Allan Grohe
Editor and Project Manager
Black Blade Publishing
https://www.facebook.com/BlackBladePublishing/
grodog@gmail.com
http://www.greyhawkonline.com/grodog/
http://www.greyhawkonline.com/grodog/greyhawk.html for my Greyhawk site
https://grodog.blogspot.com/ for my blog, From Kuroth's Quill
Force PCs to keep track of all item locations. Whats in your backpack, top of or bottom of. Whats in your side pouch, where do you keep your gold, how do you want to secure those potions and oil flasks, where are you carrying each weapon?
Then in words describe thier load (your really waited down, or your moving about without difficulty, or you can't fit threw this small corridor because of your bulky sword and shield etc.) This gets the experianced character to slow down a bit and think about immersion, as well as prioritizing their stuff and forces them to be careful about things like potions and oil that can break. Then make it realistic when they need to get to something in the heat of battle.
BPoM yours reminded me of that episode of Star Trek when Kirk takes out the Gorn by piecing together a primitive bazuka/canon out of bamboo, gunpowder, and diamond projectiles.
Then in words describe thier load (your really waited down, or your moving about without difficulty, or you can't fit threw this small corridor because of your bulky sword and shield etc.) This gets the experianced character to slow down a bit and think about immersion, as well as prioritizing their stuff and forces them to be careful about things like potions and oil that can break. Then make it realistic when they need to get to something in the heat of battle.
BPoM yours reminded me of that episode of Star Trek when Kirk takes out the Gorn by piecing together a primitive bazuka/canon out of bamboo, gunpowder, and diamond projectiles.
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Thomas Jefferson in letter to Madison
Back in the days when a leopard could grab and break your Australopithecus (gracile or robust) nek and drag you into the tree as a snack, mankind has never had a break"
** Stone Giant