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<blockquote data-quote="Lyxen" data-source="post: 8469313" data-attributes="member: 7032025"><p>Honestly, I would run this in a completely different way, considering that:</p><ul> <li data-xf-list-type="ul">The characters do not have the skills themselves (so a skill challenge is not appropriate, even assuming that it serves a purpose, for me it's only a technical counter for DMs not feeling enough sure of themselves to manage a situation without guidelines, or wanting some counters to justify a result to players).</li> <li data-xf-list-type="ul">The players are not the most proactive.</li> </ul><p>What I've done for as long as I can remember running scenarios beyond exploration and roleplay, is running an NPC-centric game (not NPC-driven, it's not about the NPC taking the reins, it's about how the PC interact with and manage the NPCs).</p><p></p><p>Just create a number of interesting NPCs among the crew, possibly organised in factions, each with motivations, skills and ideas as to how to manage the situation, and let the PC interact with them, or coming to prompt the PCs to offer solutions if the PCs are not going to them. If the PCs have no idea and are not proactive at all, at least they can choose between the alternatives offered, but it might also prompt them to really take command, offer ideas, and organise the NPCs around their plan.</p><p></p><p>And the nice thing is that you do not need mechanics for that, apart from simple checks for social interaction if needed, and a lot can be passive anyway.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8469313, member: 7032025"] Honestly, I would run this in a completely different way, considering that: [LIST] [*]The characters do not have the skills themselves (so a skill challenge is not appropriate, even assuming that it serves a purpose, for me it's only a technical counter for DMs not feeling enough sure of themselves to manage a situation without guidelines, or wanting some counters to justify a result to players). [*]The players are not the most proactive. [/LIST] What I've done for as long as I can remember running scenarios beyond exploration and roleplay, is running an NPC-centric game (not NPC-driven, it's not about the NPC taking the reins, it's about how the PC interact with and manage the NPCs). Just create a number of interesting NPCs among the crew, possibly organised in factions, each with motivations, skills and ideas as to how to manage the situation, and let the PC interact with them, or coming to prompt the PCs to offer solutions if the PCs are not going to them. If the PCs have no idea and are not proactive at all, at least they can choose between the alternatives offered, but it might also prompt them to really take command, offer ideas, and organise the NPCs around their plan. And the nice thing is that you do not need mechanics for that, apart from simple checks for social interaction if needed, and a lot can be passive anyway. [/QUOTE]
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