Morning. Here's a little thing I like to do in my games that I call skill vines.
Basically, it's a a skill challenge without rolling, meant to be make a quick montage transition.
Start with a goal, then ask a PC how they use one of their skills to help reach it...
Basically, it's a a skill challenge without rolling, meant to be make a quick montage transition.
Start with a goal, then ask a PC how they use one of their skills to help reach it...
... They then pass it off to the player of their choosing, who picks another skill and continues the montage. Once everyone does it, you've reached the goal.
I call it a vine bc I think of it as swinging Tarzan style from character to character.
I call it a vine bc I think of it as swinging Tarzan style from character to character.
Why no rolling? Because the point isn't the challenge, it's the spotlighting and transition, a palette cleanse from the normal flow of rolling.
It moves the narrative in a coherent way while letting the PCs display competence.
It moves the narrative in a coherent way while letting the PCs display competence.
I last used skill vine after a long infiltration challenge to transition to a combat scene. I had the PCs "swing" from where they were to finding a hidden entrance.
The nice thing is that you can use this technique in any system where skills are a thing.
The nice thing is that you can use this technique in any system where skills are a thing.
You can use it in a game without skills, but the useful thing about skills is they give a nice starting point for approaches.