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Roleplaying Advice: Challenge Based Adventuring in RPGs
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http://isabout.wordpress.com/2007/11/01/challenge-based-adventuring/
Challenge-based adventuring
1.11.2007 — Eero Tuovinen
As I promised in the previous post, I’m going to write down the scenario we played a while back with Sami, Joonas and
Sipi. The intent here is to substantiate my earlier musings about adventure gaming with an example, as well as int-
roduce the dear reader to one possible way of construing an enjoyable gamist (challenge-based, in other words)
adventure game. Here’s a cover image made by my brother Jari, linked to the scenario itself:
The actual scenario dragged into a rather longish post, so I’m splitting it into its own page, linked from the title image,
above. I also ended up writing a bunch about the method of gamemastering the scenario, so I’ll publish that materi-
al here. Such wonder to behold, the non-linear contextual prose of the Internet!
The GMing method
The players of Fury of Nifur have simple duties:
To engage with the situation of the scenario in a constructive manner, seeking and signifying subject matter that they
fancy.
To encounter their chosen challenges in a honorable manner, accepting triumph or defeat in an equally graceful and
sportsmanlike way.
To strive for the above by controlling the intents and resources of their characters, coordinating with other players and
negotiating with the GM over the challenges to be resolved.
The GM, on the other hand, has a bit more involved duties. As can be seen from the scenario itself, this style of challen-
ge-based GMing does not primarily rely on GM-established, carefully balanced challenges. Rather, the idea is that the
GM provides a setting with tensions and the players themselves negotiate via the fiction to establish their own
goals. Then the GM establishes scenes that might lead to those goals, the group negotiates resolutions for those sce-
nes, and the fall-out then either leads to character success or failure. These consequences then lead the cycle to be-
gin anew. To wit, a diagram is attached.
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26. Februar 2014
When talking about “traditional GMing” we’re really talking about a huge history of several separate methods, so it’s best
if I list some things that are not part of this particular GMing style:
The GM does not consider balance of encounters when planning the scenario because he does not know yet what the
encounters will be; if a dragon is too powerful for the characters to kill, then the challenges of the story will just
have to be negotiated into something lesser. If the kobolds are too easy to kill, then killing them just might not be
the real challenge. The dragon can act as a far-off threat the characters do not face, and the kobolds might prove
difficult if the real challenge is not killing them, but to avoid them to surprise the dragon. Challenges are not linear
zero-sum games of kill-or-be-killed!
The same holds for the balance of rewards: you don’t need to make sure that killing the troll of Scragtop is amply re-
warded, becauseyou don’t have a plot that requires that to happen in the first place. Rather, consider the troll a red
herring: players who presume too much or believe the lies of the villagers (who try to feed strangers to the troll so
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it doesn’t bother the village) will find that the troll doesn’t, after all, hold loot according to encounter level. Still, the
players might still find reason enough to kill the troll, so even taking it as a red herring you cackle over when the
PCs fall for it is not enough; you need to stop considering the backstory and setting material as challenges to over-
come completely. They are not the challenges, only the material that will become such later on.
The rules system is used intelligently to hop and skip quickly over irrelevancies, focusing on the real challenge mo-
ments. If the kobolds above are trivial foes, then roll over them with one combat check or don’t even bring them on
the stage.
The scenes to be framed an challenges to be encountered, not to speak of consequences and rewards, are far from arbi-
trary. While the GM has initial authority to do what he finds entertaining, the players have a tremendous range of
investigation techniques at their disposal to figure out what is going on. The troll of Scragtop, above? The reason
why the players don’t just have to guess at the true nature of the troll and trust in the GM not to screw them over is
that they very well have opportunity to find out for themselves the truth about the troll.
When running encounters the GM does not have a particular end-result in mind. He’s not trying to kill the PCs, but he’s
not trying to save them either. If you as a GM can’t deal with character death gracefully in the campaign and system
context, then modify the system to remove character death instead of cheating. (For example, my primitive-D&D
makes it very difficult for characters to die even while failure is easy; it’s still possible to get killed, but it’s rare and
dramatic, just like I want it.)
Bad things that happen to the PCs are justified, just as the good things are: the GM labours under the specific, yet largely
unspoken limitation of not just showering the characters with shit or roses for no reason at all. His actions have to
be based on the setting, and he has to allow the characters a hand at determining their destiny. Only failure of a
player or a character justifies consequences, and only insofar as the consequences reasonably follows from the failu-
re. This issue is only rarely discussed in writing because managing consequences is at the same time utterly necessa-
ry and very subjective. Everybody just has to trust the GM not to make a mockery of the game by being unfair in
this.
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