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Sentinel Comics RPG Core Rulebook

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If you are creating a challenge that can be resolved

with different, mutually exclusive approaches,

note it down as such. The key to making these

interesting is to have truly different outcomes

for each solution — one technique should yield

benefits and drawbacks that the other does not.

For example, as we discussed in Chapter 4 on page

162, you can’t both hack the computer to neatly

open the door and also break that door open. You

have to pick one approach or the other.

Jennifer decides to borrow a challenge from the SCRPG

Starter Kit, adjusting some details to fit the story she’s

telling. The challenge is for the heroes to infiltrate a

mountaintop fortress; howling winds, blowing snow,

and treacherous ice protect the fortress from remote

sensing and observation. They’ll have to get up close

and personal to find an entrance they can use.

Generally, there are two approaches: either finding

a way in without giving their presence away, or taking

the direct brute force approach. Both are listed as

multi-part challenges to the right. In either approach,

the environment is spitting out threats and challenges

to harass the heroes and the scene comes to a

positive end when they successfully make it inside,

which will immediately remove from the scene any of

the environment threats going on outside.

Note how the stealthy approach requires more

actions. The heroes will burn more time that way, but it

leads to the next scene having a better chance of going

smoothly.

THE STEALTHY APPROACH

Resolution

Navigate the storm stealthily

Get a closer look at the base to locate an

entrance

Disengage security measure on entrance

Open entrance

Reseal the entrance to avoid setting off the alarm

If the heroes use this approach, they begin the next

scene in the fortress with no immediate opposition,

but with less time to complete their mission.

Resolution

Get to the fortress

Open entrance

THE DIRECT APPROACH

If the heroes use this approach, they have more time

to finish what they came to do, but they begin inside

the fortress with guards and security fully alert and

ready to repel them.

Some challenges you create end up being

conditional ones because it makes more sense in

the story to have conditional ways to resolve them.

Just be careful not to make them the norm; it’s a

good idea to leave players with as much creative

freedom as possible when facing multiple threats at

the same time.

No-Win Scenarios

Part of the point of challenges is to create hard

choices for the heroes to confront, and either

emerge heroically by doing the unexpected, or

make a choice and deal with the consequences.

This might lead you to pre-plan a challenge where

there’s no right answer, and whichever choice is

made can lead to disaster on the other side. Save

the helicopter from crashing into the side of the

office building, or save your long-lost brother from

being trampled by the Hippo?

First, it’s usually not necessary to plan for those

situations. They often emerge from play naturally

without you guiding the story to that moment. You

lay out the elements, and when a hero needs to

take a major twist, they find themselves facing that

kind of hard decision. Then the two of you can

decide what makes the most sense for the story

going forward and where that might lead.

Second, while you as the GM might not know

how the heroes might accomplish all their goals,

the players can surprise you with their inventiveness

and epic teamwork; those kinds of novel solutions

can lead to some of the most memorable moments

of the story. Remember that risky actions (page 19)

are a good guideline for when a hero needs to do

just a bit more with an action, such as making two

basic Overcome actions as part of the same roll.

This means they can’t use any abilities to improve

the roll, and they’ll take a minor twist no matter

what (probably on top of other twists as well!)

but at least they can try something completely out

there to save the day.

Finally, if you do include these situations, be sure

not to overuse them. If your heroes have to save

their loved ones from near death every single issue,

the threat loses a lot of its meaning.

Creating Challenges

Intro

Playing

the Game

Creating

Heroes

Moderating

the Game

B ullpen

the

Adventure

Issues

The

Archives

Appendices

193

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