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	<title>Comments on: What? You want to Sleep here?</title>
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		<title>By: Eric Maziade</title>
		<link>http://critical-hits.com/2010/02/17/what-you-want-to-sleep-here/#comment-69543</link>
		<dc:creator>Eric Maziade</dc:creator>
		<pubDate>Thu, 04 Mar 2010 19:09:01 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12047#comment-69543</guid>
		<description>@Thadeous: Ah, that works well!  

Figures the concept only needed zombies...

(or non-common survival skills)
.-= Eric Maziade&#180;s last blog ..&lt;a href=&quot;http://eric.maziade.com/post/2010/02/16/Claw-of-elevation&quot; rel=&quot;nofollow&quot;&gt;Hocksprocket Corporation&#039;s Claw of Elevation [R&amp;D Report]&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>@Thadeous: Ah, that works well!  </p>
<p>Figures the concept only needed zombies&#8230;</p>
<p>(or non-common survival skills)<br />
.-= Eric Maziade&#180;s last blog ..<a href="http://eric.maziade.com/post/2010/02/16/Claw-of-elevation" rel="nofollow">Hocksprocket Corporation&#8217;s Claw of Elevation [R&amp;D Report]</a> =-.</p>
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		<title>By: Thadeous</title>
		<link>http://critical-hits.com/2010/02/17/what-you-want-to-sleep-here/#comment-69542</link>
		<dc:creator>Thadeous</dc:creator>
		<pubDate>Thu, 04 Mar 2010 19:03:05 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12047#comment-69542</guid>
		<description>I wrote a skill challenge back in January in the same line of what you describe here. I posted in on my blog last month if you want to check it out. 
http://thisismygame.wordpress.com/2010/02/04/my-first-skill-challenge/

The basic idea is the group is trapped in a house with zombies outside trying to break in. If they pass a skill check they keep the zombies out for one round and get 1 healing surge. On the 4th success they get encounter powers back, on the 5th they get dailies and are ready for a fight with a solo zombie who breaks in. Every time they fail a skill check a random number of zombie minions break into the house and interrupt their rest meaning they don&#039;t get healing that round. 3 failures would result in the solo zombie hulk breaking in early. 
It worked really well.

T.
.-= Thadeous&#180;s last blog ..&lt;a href=&quot;http://thisismygame.wordpress.com/2010/03/03/a-freaken-exciting-week/&quot; rel=&quot;nofollow&quot;&gt;A freaken exciting week!&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I wrote a skill challenge back in January in the same line of what you describe here. I posted in on my blog last month if you want to check it out.<br />
<a href="http://thisismygame.wordpress.com/2010/02/04/my-first-skill-challenge/" rel="nofollow">http://thisismygame.wordpress.com/2010/02/04/my-first-skill-challenge/</a></p>
<p>The basic idea is the group is trapped in a house with zombies outside trying to break in. If they pass a skill check they keep the zombies out for one round and get 1 healing surge. On the 4th success they get encounter powers back, on the 5th they get dailies and are ready for a fight with a solo zombie who breaks in. Every time they fail a skill check a random number of zombie minions break into the house and interrupt their rest meaning they don&#8217;t get healing that round. 3 failures would result in the solo zombie hulk breaking in early.<br />
It worked really well.</p>
<p>T.<br />
.-= Thadeous&#180;s last blog ..<a href="http://thisismygame.wordpress.com/2010/03/03/a-freaken-exciting-week/" rel="nofollow">A freaken exciting week!</a> =-.</p>
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		<title>By: O que? Vocês querem dormir aqui?&#160;&#124;&#160;TRAMPOLIM RPG</title>
		<link>http://critical-hits.com/2010/02/17/what-you-want-to-sleep-here/#comment-69452</link>
		<dc:creator>O que? Vocês querem dormir aqui?&#160;&#124;&#160;TRAMPOLIM RPG</dc:creator>
		<pubDate>Mon, 01 Mar 2010 15:07:51 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12047#comment-69452</guid>
		<description>[...] original: What? You want to sleep here? Postado em: 17 de fevereiro de 2010 Autor:ChattyDM Site: Critical [...]</description>
		<content:encoded><![CDATA[<p>[...] original: What? You want to sleep here? Postado em: 17 de fevereiro de 2010 Autor:ChattyDM Site: Critical [...]</p>
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		<title>By: Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2010-02-19</title>
		<link>http://critical-hits.com/2010/02/17/what-you-want-to-sleep-here/#comment-69166</link>
		<dc:creator>Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2010-02-19</dc:creator>
		<pubDate>Fri, 19 Feb 2010 23:31:49 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12047#comment-69166</guid>
		<description>[...] What? You want to Sleep here? As a player, I have to say that it&#8217;s been really, really rare that I&#8217;ve wanted to build a campsite in the middle of a dungeon. I&#8217;m always the advocate of a careful retreat to a safer place in order to setup camp and get some much needed rest for my character. Of course, not everyone follows this rule, and make camp in some of the strangest (and maybe even dumbest) places. Check out what ChattyDM has to say on how to mess with players that pick poor spots to camp out and get their beauty rest. [...]</description>
		<content:encoded><![CDATA[<p>[...] What? You want to Sleep here? As a player, I have to say that it&#8217;s been really, really rare that I&#8217;ve wanted to build a campsite in the middle of a dungeon. I&#8217;m always the advocate of a careful retreat to a safer place in order to setup camp and get some much needed rest for my character. Of course, not everyone follows this rule, and make camp in some of the strangest (and maybe even dumbest) places. Check out what ChattyDM has to say on how to mess with players that pick poor spots to camp out and get their beauty rest. [...]</p>
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		<title>By: HartThorn</title>
		<link>http://critical-hits.com/2010/02/17/what-you-want-to-sleep-here/#comment-69161</link>
		<dc:creator>HartThorn</dc:creator>
		<pubDate>Fri, 19 Feb 2010 22:04:21 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12047#comment-69161</guid>
		<description>Heh, having the other party members play the villains could turn it into a real game of munchkin! I&#039;d probably also have some sort of reward for the &quot;villainous&quot; player if they actually achieve their goal just to encourage them to really work for the monsters goals instead of limping along. Or just spring this at a period of high party contention and let them vent their frustrations, lol.
Could definitely work that into it...</description>
		<content:encoded><![CDATA[<p>Heh, having the other party members play the villains could turn it into a real game of munchkin! I&#8217;d probably also have some sort of reward for the &#8220;villainous&#8221; player if they actually achieve their goal just to encourage them to really work for the monsters goals instead of limping along. Or just spring this at a period of high party contention and let them vent their frustrations, lol.<br />
Could definitely work that into it&#8230;</p>
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		<title>By: highbulp</title>
		<link>http://critical-hits.com/2010/02/17/what-you-want-to-sleep-here/#comment-69160</link>
		<dc:creator>highbulp</dc:creator>
		<pubDate>Fri, 19 Feb 2010 21:16:42 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12047#comment-69160</guid>
		<description>@HartThorn

I think that sounds like it could be fun. The best way to get the rest of the party into it might be to have them play the &quot;villains&quot; in each vignette. That way people can get involved (I always have less fun when people aren&#039;t involved, even if they are playing munchkin or whatever. The party is where the people are), and there could even be a bit of give-and-take since each person gets to be both the villain and the hero in an encounter.</description>
		<content:encoded><![CDATA[<p>@HartThorn</p>
<p>I think that sounds like it could be fun. The best way to get the rest of the party into it might be to have them play the &#8220;villains&#8221; in each vignette. That way people can get involved (I always have less fun when people aren&#8217;t involved, even if they are playing munchkin or whatever. The party is where the people are), and there could even be a bit of give-and-take since each person gets to be both the villain and the hero in an encounter.</p>
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		<title>By: HartThorn</title>
		<link>http://critical-hits.com/2010/02/17/what-you-want-to-sleep-here/#comment-69159</link>
		<dc:creator>HartThorn</dc:creator>
		<pubDate>Fri, 19 Feb 2010 20:44:17 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12047#comment-69159</guid>
		<description>This post did give me an idea I&#039;m definitely gonna try and work into a campaign soon. I&#039;d want to wait for a natural lead-in: The players are nearing the end of their resources, and the actual session is nearing it&#039;s end time. The Players decide to make camp and get an extended rest and then end the session.
The following session, though, wouldn&#039;t begin with them breaking camp and getting ready for a new day of adventuring, but instead pick up right where the last session left off. I&#039;d start it with a quick skill challenge of finding and securing a good camp site. Make a couple basic, obvious options: Turning over furniture to make barricades, setting traps, spiking doors, etc. Then the &quot;One Crazy Night&quot; session begins.
As each character takes their turn at watch they get a specially crafted mini-adventure (1-2 encounters max) that either plays to their strengths or makes them shore up weak points. Maybe the Ranger has to play a Cat and Mouse game with a kobold scout that&#039;s found their position and is trying to get back to report it. The Rogue gets to go all &quot;Solid Snake&quot; on a dispatch of goblin guards trying to escort a treasure wagon through the dungeon. The Fighter has to wrestle a bugbear captain in an &quot;honor duel&quot; to prevent his forces from coming down atop his team. The Cleric finds a batch of mostly benign ghosts who he has to shepherd on to the next life. And the Wizard, who was allowed to skip watch duty, still gets in on the action while he spends the whole night dueling with some freaky astral entity in a dreamscape. (And maybe playing his last so he can get glimpses of all the things the rest of the party is getting up to from his side of the veil).
I think it would be an entertaining one-off night, let you really try to cement the characters identities, and just be one of those memorable events. I&#039;d even recomend only having the character involved present, so the Rogue doesn&#039;t get peer-shamed into splitting that treasure wagon with the rest of the party, or making the Cleric explain what is going on since those ghosts temporarily possessed the sleeping bodies of his friends and was about to have them re-enact the ghosts murder-suicide. Of course. I&#039;d also make sure to have gotten a good multi-player videogame or new munchkin set or something for the rest of the group to do in the interrim.
Think this idea has merits?</description>
		<content:encoded><![CDATA[<p>This post did give me an idea I&#8217;m definitely gonna try and work into a campaign soon. I&#8217;d want to wait for a natural lead-in: The players are nearing the end of their resources, and the actual session is nearing it&#8217;s end time. The Players decide to make camp and get an extended rest and then end the session.<br />
The following session, though, wouldn&#8217;t begin with them breaking camp and getting ready for a new day of adventuring, but instead pick up right where the last session left off. I&#8217;d start it with a quick skill challenge of finding and securing a good camp site. Make a couple basic, obvious options: Turning over furniture to make barricades, setting traps, spiking doors, etc. Then the &#8220;One Crazy Night&#8221; session begins.<br />
As each character takes their turn at watch they get a specially crafted mini-adventure (1-2 encounters max) that either plays to their strengths or makes them shore up weak points. Maybe the Ranger has to play a Cat and Mouse game with a kobold scout that&#8217;s found their position and is trying to get back to report it. The Rogue gets to go all &#8220;Solid Snake&#8221; on a dispatch of goblin guards trying to escort a treasure wagon through the dungeon. The Fighter has to wrestle a bugbear captain in an &#8220;honor duel&#8221; to prevent his forces from coming down atop his team. The Cleric finds a batch of mostly benign ghosts who he has to shepherd on to the next life. And the Wizard, who was allowed to skip watch duty, still gets in on the action while he spends the whole night dueling with some freaky astral entity in a dreamscape. (And maybe playing his last so he can get glimpses of all the things the rest of the party is getting up to from his side of the veil).<br />
I think it would be an entertaining one-off night, let you really try to cement the characters identities, and just be one of those memorable events. I&#8217;d even recomend only having the character involved present, so the Rogue doesn&#8217;t get peer-shamed into splitting that treasure wagon with the rest of the party, or making the Cleric explain what is going on since those ghosts temporarily possessed the sleeping bodies of his friends and was about to have them re-enact the ghosts murder-suicide. Of course. I&#8217;d also make sure to have gotten a good multi-player videogame or new munchkin set or something for the rest of the group to do in the interrim.<br />
Think this idea has merits?</p>
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		<title>By: Michael</title>
		<link>http://critical-hits.com/2010/02/17/what-you-want-to-sleep-here/#comment-69100</link>
		<dc:creator>Michael</dc:creator>
		<pubDate>Thu, 18 Feb 2010 17:07:25 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12047#comment-69100</guid>
		<description>We have done a little of this in the group but we approached it from the player side using skills to lower the chance to a random encounter. Nature to cover tracks to the cave, bank the fire, perception to determine a less monster rich location, Stealth to sneak the party off the path and hide our presense.
All though this wasn&#039;t approached as a skill challange but it seems very similar to your concept. I would then on succes reduce the chance of an encounter, then used opposed checks by the monster to see if the party successfully remained camoflaged.
From a skill challange view you could then let the party make a perception check by the person on watch and offer say an insight check on what was tipping the monsters off. This might offset some of the partys success at hiding if the monsters suspect something is in the area, Random encounter chance jumps back up unless the party wants to do something to continue to hid there presense.

I like the idea of a skill challange to avoid a random encounter in a threatening area, and a failure is interrupted extended rest by action or even combat. Rest is the reward but the experience is for sleeping during the night in the goblin lair. Not a perfect tool but a great way to approach hostile environments, thanks for sticking the idea in my head.</description>
		<content:encoded><![CDATA[<p>We have done a little of this in the group but we approached it from the player side using skills to lower the chance to a random encounter. Nature to cover tracks to the cave, bank the fire, perception to determine a less monster rich location, Stealth to sneak the party off the path and hide our presense.<br />
All though this wasn&#8217;t approached as a skill challange but it seems very similar to your concept. I would then on succes reduce the chance of an encounter, then used opposed checks by the monster to see if the party successfully remained camoflaged.<br />
From a skill challange view you could then let the party make a perception check by the person on watch and offer say an insight check on what was tipping the monsters off. This might offset some of the partys success at hiding if the monsters suspect something is in the area, Random encounter chance jumps back up unless the party wants to do something to continue to hid there presense.</p>
<p>I like the idea of a skill challange to avoid a random encounter in a threatening area, and a failure is interrupted extended rest by action or even combat. Rest is the reward but the experience is for sleeping during the night in the goblin lair. Not a perfect tool but a great way to approach hostile environments, thanks for sticking the idea in my head.</p>
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		<title>By: Juan Pablo</title>
		<link>http://critical-hits.com/2010/02/17/what-you-want-to-sleep-here/#comment-69094</link>
		<dc:creator>Juan Pablo</dc:creator>
		<pubDate>Thu, 18 Feb 2010 11:04:50 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12047#comment-69094</guid>
		<description>IMHO, I would not force an event *every* time the players go to rest. Sometimes it is just fine to let them just rest and move on if they pick a quiet place and nobody&#039;s around.</description>
		<content:encoded><![CDATA[<p>IMHO, I would not force an event *every* time the players go to rest. Sometimes it is just fine to let them just rest and move on if they pick a quiet place and nobody&#8217;s around.</p>
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		<title>By: Scott</title>
		<link>http://critical-hits.com/2010/02/17/what-you-want-to-sleep-here/#comment-69062</link>
		<dc:creator>Scott</dc:creator>
		<pubDate>Wed, 17 Feb 2010 20:43:38 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12047#comment-69062</guid>
		<description>I&#039;m all about the flavour in campaigns and for the past 4-6 months i&#039;ve been using a rest system that allows the PC&#039;s to gain back HP (this isn&#039;t HP as you know it), Mana, Feats/Powers. However when they decide to rest they have a d4 event happen before they are actually able to rest.

1. Random Encounter - usually tied to an upcoming story or bad guy
2. Side Mission - Offer of a secondary mission thats usually 1 skill challange and 1 short encounter long = 20-30 minutes. I use these to flesh out PC stories and also reward some really unique gear upon completion
3. Bonus - Good fortune shines upon the PC&#039;s and they are helped by a good samaritin, stumble upon some treasure, Overhear some key information
4. Boon - Usually a silent event that has the BBG achieving a key victory while the PC&#039;s sleep. for example: The Necromancer kills the Princess before the PC&#039;s can rescue her. No the aim of the mission completely changes. Do they make a deal with the Necromancer to revive the princess? at what cost? Do they kill the Necromancer and inform the King of the unfortunate news? How does the king react.

So far both myself and the players have enjoyed this system, with some very interesting unforseen events occuring.

On a Bonus roll they slept in a circle of Psychic power which had them enter the minds of the BBEG&#039;s while they were asleep. They then got to control the BBEG&#039;s for 6 hours or so. that was a fun.

A Side mission saw them assaulting a young red dragon! which turned out to be a young sickly copper dragon... with a substantial hoard i might add. They chose to help it and now have a very powerful ally that they can call on within the dragon... they were also rewarded with their choice in loot, obviously.

Scott W.</description>
		<content:encoded><![CDATA[<p>I&#8217;m all about the flavour in campaigns and for the past 4-6 months i&#8217;ve been using a rest system that allows the PC&#8217;s to gain back HP (this isn&#8217;t HP as you know it), Mana, Feats/Powers. However when they decide to rest they have a d4 event happen before they are actually able to rest.</p>
<p>1. Random Encounter &#8211; usually tied to an upcoming story or bad guy<br />
2. Side Mission &#8211; Offer of a secondary mission thats usually 1 skill challange and 1 short encounter long = 20-30 minutes. I use these to flesh out PC stories and also reward some really unique gear upon completion<br />
3. Bonus &#8211; Good fortune shines upon the PC&#8217;s and they are helped by a good samaritin, stumble upon some treasure, Overhear some key information<br />
4. Boon &#8211; Usually a silent event that has the BBG achieving a key victory while the PC&#8217;s sleep. for example: The Necromancer kills the Princess before the PC&#8217;s can rescue her. No the aim of the mission completely changes. Do they make a deal with the Necromancer to revive the princess? at what cost? Do they kill the Necromancer and inform the King of the unfortunate news? How does the king react.</p>
<p>So far both myself and the players have enjoyed this system, with some very interesting unforseen events occuring.</p>
<p>On a Bonus roll they slept in a circle of Psychic power which had them enter the minds of the BBEG&#8217;s while they were asleep. They then got to control the BBEG&#8217;s for 6 hours or so. that was a fun.</p>
<p>A Side mission saw them assaulting a young red dragon! which turned out to be a young sickly copper dragon&#8230; with a substantial hoard i might add. They chose to help it and now have a very powerful ally that they can call on within the dragon&#8230; they were also rewarded with their choice in loot, obviously.</p>
<p>Scott W.</p>
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		<title>By: Andy</title>
		<link>http://critical-hits.com/2010/02/17/what-you-want-to-sleep-here/#comment-69059</link>
		<dc:creator>Andy</dc:creator>
		<pubDate>Wed, 17 Feb 2010 19:41:15 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12047#comment-69059</guid>
		<description>This is a really good idea. I like how the integration of a skill challenge lets the players have some control over how safe the place is, instead of the GM simply deciding &quot;it&#039;s safe&quot; or &quot;it merits Random Monster&quot;.
.-= Andy&#180;s last blog ..&lt;a href=&quot;http://feedproxy.google.com/~r/ThePlayersSideOfTheScreen/~3/rDCrGH3zim8/sick-of-being-sick.html&quot; rel=&quot;nofollow&quot;&gt;Sick of Being Sick?&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>This is a really good idea. I like how the integration of a skill challenge lets the players have some control over how safe the place is, instead of the GM simply deciding &#8220;it&#8217;s safe&#8221; or &#8220;it merits Random Monster&#8221;.<br />
.-= Andy&#180;s last blog ..<a href="http://feedproxy.google.com/~r/ThePlayersSideOfTheScreen/~3/rDCrGH3zim8/sick-of-being-sick.html" rel="nofollow">Sick of Being Sick?</a> =-.</p>
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		<title>By: Eric Maziade</title>
		<link>http://critical-hits.com/2010/02/17/what-you-want-to-sleep-here/#comment-69058</link>
		<dc:creator>Eric Maziade</dc:creator>
		<pubDate>Wed, 17 Feb 2010 19:15:34 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12047#comment-69058</guid>
		<description>@ChattyDM : Haven&#039;t you done away with XP yet?  I though XP was for CRPGs...

(Chatty DM Edit: I see what you&#039;re trying to do here Eric... don&#039;t even try buddy.  he he he)

.-= Eric Maziade&#180;s last blog ..&lt;a href=&quot;http://eric.maziade.com/post/2010/02/16/Claw-of-elevation&quot; rel=&quot;nofollow&quot;&gt;Hocksprocket Corporation&#039;s Claw of Elevation [R&amp;D Report]&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>@ChattyDM : Haven&#8217;t you done away with XP yet?  I though XP was for CRPGs&#8230;</p>
<p>(Chatty DM Edit: I see what you&#8217;re trying to do here Eric&#8230; don&#8217;t even try buddy.  he he he)</p>
<p>.-= Eric Maziade&#180;s last blog ..<a href="http://eric.maziade.com/post/2010/02/16/Claw-of-elevation" rel="nofollow">Hocksprocket Corporation&#8217;s Claw of Elevation [R&amp;D Report]</a> =-.</p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2010/02/17/what-you-want-to-sleep-here/#comment-69056</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Wed, 17 Feb 2010 17:52:50 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12047#comment-69056</guid>
		<description>@Ismahel: Yes, I&#039;d give out XP as well, and possibly more than it&#039;s face value if the whole thing evolves in a more complicated challenge.  This could end up taking your whole gaming session.</description>
		<content:encoded><![CDATA[<p>@Ismahel: Yes, I&#8217;d give out XP as well, and possibly more than it&#8217;s face value if the whole thing evolves in a more complicated challenge.  This could end up taking your whole gaming session.</p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2010/02/17/what-you-want-to-sleep-here/#comment-69055</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Wed, 17 Feb 2010 17:45:23 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12047#comment-69055</guid>
		<description>@Eric: I would never (hesitate to) do that! You better never rest in one of my games man, ir if you do, save a little pillow space for Orcus.  :)</description>
		<content:encoded><![CDATA[<p>@Eric: I would never (hesitate to) do that! You better never rest in one of my games man, ir if you do, save a little pillow space for Orcus.  <img src='http://critical-hits.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Eric Maziade</title>
		<link>http://critical-hits.com/2010/02/17/what-you-want-to-sleep-here/#comment-69054</link>
		<dc:creator>Eric Maziade</dc:creator>
		<pubDate>Wed, 17 Feb 2010 17:40:50 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12047#comment-69054</guid>
		<description>@ChattyDM : Well... get your specs right, then!  I&#039;d swear you&#039;re baiting me to boost your comments count!
.-= Eric Maziade&#180;s last blog ..&lt;a href=&quot;http://eric.maziade.com/post/2010/02/16/Claw-of-elevation&quot; rel=&quot;nofollow&quot;&gt;Hocksprocket Corporation&#039;s Claw of Elevation [R&amp;D Report]&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>@ChattyDM : Well&#8230; get your specs right, then!  I&#8217;d swear you&#8217;re baiting me to boost your comments count!<br />
.-= Eric Maziade&#180;s last blog ..<a href="http://eric.maziade.com/post/2010/02/16/Claw-of-elevation" rel="nofollow">Hocksprocket Corporation&#8217;s Claw of Elevation [R&amp;D Report]</a> =-.</p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2010/02/17/what-you-want-to-sleep-here/#comment-69053</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Wed, 17 Feb 2010 17:38:15 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12047#comment-69053</guid>
		<description>@Alio: Random Encounter means &#039;old school, roll on a chart and make shit up to make it fit in the story if need be... or not).  In the case of the challenge, I would have a few mobile encounters ready... or use the ones I have in the dungeon moving around on patrols, errand, hunting packs.

@Eric: Man, I really hate arguing with coders. :)  Actually I think you&#039;re just baiting me to DM for you again. I think the one element the post has failed to clearly convey to you (and possibly others), is that the challenge does not start with &quot;We rest here&quot; unless you want to.  And I wouldn&#039;t for the exact reason you mentionned. 

The challenge should, IMO, start when players say &quot;We rest&quot; and you answer &quot;oh yeah? Where?&quot; and then you start the challenge that creates kind of a Montage scene where the PCs find the spot, chase huge lizards from it, etc.  Then, as soon as a failure hits, you go &#039;Mission Impossible&#039; on the PCs and you screw the plan and see how they react.... without resorting to another fight (remember they just concluded one)... unless they feel like it.  But then, you decide if they can rest here or maybe new monsters arrive.  

In the end, the challenge mechanic shows you the overall quality of the rest they got, like all those numbers that pile up too fast to read in those casual Pop Cap games.

:)</description>
		<content:encoded><![CDATA[<p>@Alio: Random Encounter means &#8216;old school, roll on a chart and make shit up to make it fit in the story if need be&#8230; or not).  In the case of the challenge, I would have a few mobile encounters ready&#8230; or use the ones I have in the dungeon moving around on patrols, errand, hunting packs.</p>
<p>@Eric: Man, I really hate arguing with coders. <img src='http://critical-hits.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />   Actually I think you&#8217;re just baiting me to DM for you again. I think the one element the post has failed to clearly convey to you (and possibly others), is that the challenge does not start with &#8220;We rest here&#8221; unless you want to.  And I wouldn&#8217;t for the exact reason you mentionned. </p>
<p>The challenge should, IMO, start when players say &#8220;We rest&#8221; and you answer &#8220;oh yeah? Where?&#8221; and then you start the challenge that creates kind of a Montage scene where the PCs find the spot, chase huge lizards from it, etc.  Then, as soon as a failure hits, you go &#8216;Mission Impossible&#8217; on the PCs and you screw the plan and see how they react&#8230;. without resorting to another fight (remember they just concluded one)&#8230; unless they feel like it.  But then, you decide if they can rest here or maybe new monsters arrive.  </p>
<p>In the end, the challenge mechanic shows you the overall quality of the rest they got, like all those numbers that pile up too fast to read in those casual Pop Cap games.<br />
 <img src='http://critical-hits.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Ismael_DM</title>
		<link>http://critical-hits.com/2010/02/17/what-you-want-to-sleep-here/#comment-69052</link>
		<dc:creator>Ismael_DM</dc:creator>
		<pubDate>Wed, 17 Feb 2010 17:19:14 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12047#comment-69052</guid>
		<description>I ask for a skill challenge in use and you deliver!  Next time I&#039;ll ask for a winning lotto ticket.

I like this idea a lot!  A lot of the time I&#039;d include hidden rooms just for the purpose of keeping the characters in the dungeon and not having them leave the dungeon to continue on.

I still have problems with the continuity of the scenario when the players want to take a rest when I didn&#039;t expect it. (e.g. just before the BBEG room. Wouldn&#039;t he leave room at some point in those 6 hours and discover the massacre then quadruple the guard? Or just leave...)

Would you award XP on a success as well?</description>
		<content:encoded><![CDATA[<p>I ask for a skill challenge in use and you deliver!  Next time I&#8217;ll ask for a winning lotto ticket.</p>
<p>I like this idea a lot!  A lot of the time I&#8217;d include hidden rooms just for the purpose of keeping the characters in the dungeon and not having them leave the dungeon to continue on.</p>
<p>I still have problems with the continuity of the scenario when the players want to take a rest when I didn&#8217;t expect it. (e.g. just before the BBEG room. Wouldn&#8217;t he leave room at some point in those 6 hours and discover the massacre then quadruple the guard? Or just leave&#8230;)</p>
<p>Would you award XP on a success as well?</p>
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		<title>By: Eric Maziade</title>
		<link>http://critical-hits.com/2010/02/17/what-you-want-to-sleep-here/#comment-69050</link>
		<dc:creator>Eric Maziade</dc:creator>
		<pubDate>Wed, 17 Feb 2010 16:27:32 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12047#comment-69050</guid>
		<description>@Chatty:
&lt;blockquote&gt;That buddy, in my book, beats a random encounter check when you apply this challenge at the right time in a campaign.&lt;/blockquote&gt;

I&#039;d have to try it to believe it past the concept point... as I still feel the &quot;random encounter&quot; (which does not need to be so random) is a good, simple abstraction of failing to do properly perform all the repetitive tasks of setting up camp.

In most cases, I would prefer to assume the experienced PCs set up their camp properly.  If they set it up in an obviously bad spot, I&#039;d tell them.  If they insist, they risk getting an encounter.

I see roughly three basic camp types : in the wilds (most often during travel - I rarely see the need to do encounters there), within enemy grounds (if they haven&#039;t cleaned up the place or didn&#039;t pick a clever hiding spot, encounters could happen here).  

Third type  would be &quot;unconventional locations&quot;.

Now, if they choose rest in an unconventional location - where the normal experienced adventurer wisdom does not apply - I can start seeing the skill challenge work and be interesting.

Maybe I just need a solid example to see it for other cases :)
.-= Eric Maziade&#180;s last blog ..&lt;a href=&quot;http://eric.maziade.com/post/2010/02/16/Claw-of-elevation&quot; rel=&quot;nofollow&quot;&gt;Hocksprocket Corporation&#039;s Claw of Elevation [R&amp;D Report]&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>@Chatty:</p>
<blockquote><p>That buddy, in my book, beats a random encounter check when you apply this challenge at the right time in a campaign.</p></blockquote>
<p>I&#8217;d have to try it to believe it past the concept point&#8230; as I still feel the &#8220;random encounter&#8221; (which does not need to be so random) is a good, simple abstraction of failing to do properly perform all the repetitive tasks of setting up camp.</p>
<p>In most cases, I would prefer to assume the experienced PCs set up their camp properly.  If they set it up in an obviously bad spot, I&#8217;d tell them.  If they insist, they risk getting an encounter.</p>
<p>I see roughly three basic camp types : in the wilds (most often during travel &#8211; I rarely see the need to do encounters there), within enemy grounds (if they haven&#8217;t cleaned up the place or didn&#8217;t pick a clever hiding spot, encounters could happen here).  </p>
<p>Third type  would be &#8220;unconventional locations&#8221;.</p>
<p>Now, if they choose rest in an unconventional location &#8211; where the normal experienced adventurer wisdom does not apply &#8211; I can start seeing the skill challenge work and be interesting.</p>
<p>Maybe I just need a solid example to see it for other cases <img src='http://critical-hits.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
.-= Eric Maziade&#180;s last blog ..<a href="http://eric.maziade.com/post/2010/02/16/Claw-of-elevation" rel="nofollow">Hocksprocket Corporation&#8217;s Claw of Elevation [R&amp;D Report]</a> =-.</p>
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		<title>By: AlioTheFool</title>
		<link>http://critical-hits.com/2010/02/17/what-you-want-to-sleep-here/#comment-69049</link>
		<dc:creator>AlioTheFool</dc:creator>
		<pubDate>Wed, 17 Feb 2010 16:26:35 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12047#comment-69049</guid>
		<description>Good post. I&#039;m not sure how I feel overall, mostly because so far I despise Skill Challenges. I&#039;ve tried to run them twice already and they were ridiculously mechanical both times. (I also played in one during a D&amp;D Game Day last year and it was miserably mechanical there too.)

I like the idea behind it though, and maybe trying this would give me more to like about SCs. There would at least be a legitimate reason for each check roll, and it wouldn&#039;t be the same characters making the check repeatedly using the group&#039;s best score (with the Aid Another addition.)

When you say &quot;random&quot; encounters, do you mean old-style &quot;roll the dice and compare against this table&quot; or do you mean more like wandering monsters that are specific to the situation that show up? For example, if the party is camping in a dungeon and they fail the check have you predetermined that a pack of rats and a couple spiders come in through holes in the walls/ceiling and this exact encounter happens the first time the party fails the check/challenge?</description>
		<content:encoded><![CDATA[<p>Good post. I&#8217;m not sure how I feel overall, mostly because so far I despise Skill Challenges. I&#8217;ve tried to run them twice already and they were ridiculously mechanical both times. (I also played in one during a D&amp;D Game Day last year and it was miserably mechanical there too.)</p>
<p>I like the idea behind it though, and maybe trying this would give me more to like about SCs. There would at least be a legitimate reason for each check roll, and it wouldn&#8217;t be the same characters making the check repeatedly using the group&#8217;s best score (with the Aid Another addition.)</p>
<p>When you say &#8220;random&#8221; encounters, do you mean old-style &#8220;roll the dice and compare against this table&#8221; or do you mean more like wandering monsters that are specific to the situation that show up? For example, if the party is camping in a dungeon and they fail the check have you predetermined that a pack of rats and a couple spiders come in through holes in the walls/ceiling and this exact encounter happens the first time the party fails the check/challenge?</p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2010/02/17/what-you-want-to-sleep-here/#comment-69044</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Wed, 17 Feb 2010 14:46:52 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12047#comment-69044</guid>
		<description>Good insight. And the first failure of such a challenge should introduce these Hostile NPCs (like the classic heroes stuck in air vents while the Bounty Hunter says, did you hear something? And starts shooting into the vents, causing the SW equivalent of rule 42 damage on a group of PC as they scramble away)

I really need to have a look at Galaxy of Intrigue</description>
		<content:encoded><![CDATA[<p>Good insight. And the first failure of such a challenge should introduce these Hostile NPCs (like the classic heroes stuck in air vents while the Bounty Hunter says, did you hear something? And starts shooting into the vents, causing the SW equivalent of rule 42 damage on a group of PC as they scramble away)</p>
<p>I really need to have a look at Galaxy of Intrigue</p>
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