Survival and Tech Challenges – What to do?

Survival challenges are reasonably concrete in how they work. The part that is a little fuzzy is tracking the challenge with multiple players. It just feels like the group should all fight the challenge together instead of individually. It would make Challenge Point tracking simpler but would loose a bit of it’s realism. For instance, if I’m a really good climber and cut through the challenge points easily, another character who’s physically incapable of climbing also overcomes the challenge. That is, unless I can come up with justifying everyone decreasing the same pool of points. I think that’s the big change I’d like to figure out.

Tech Challenges are a different story. They’re completely not concrete and that makes them difficult to handle. A GM has to go through multiple steps just to have the player’s roll once. There’s  a whole series of steps that determine if a skill can be used.

I’ve come to use the tech challenges in a bit more cut and dry way. I set a number of points and judge if a skill is usable, usually if a plausible explanation is given for how it’s used. I don’t use a lot of transforms either but that’s kind of guts the system’s consequences.

I think a simpler system needs to be in place. The GM should pick from a small set (2-3) of skills that are approved to overcome the challenge and select a few transforms (transforms are the consequences of the character’s rolls) from a list. They can either roll or choose the transforms.

Come to think of it, transforms should just be called “Consequences” to make the process more concrete.

I’m not sure how the consequences should happen though, at the moment, they are a reaction to the roll the player makes. That doesn’t seem organic to play though. It should be that the GM gets to make an “attack” that alters the challenge. The problem with that is, the attacks are going to feel directed by the GM instead of a natural process of the character learning about a problem.

I think the key there is to structure the consequence as character learning instead of a series of random events determined by dice. I’ll try and write that up later.

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