Moving a side-discussion over from this thread, so as not to derail the conversation there any further.
I’m interested in discussing how GMs can set meaningful Obstacles for their players. I know there are some decent guidelines in the BWG book, and the Adventurer Burner (which I have) has a lot of meaningful exposition on the matter and others related, and it’s undoubtedly been discussed on this forum before. Yet, no matter how much I read, no matter what the game system or how well the rules are presented, I still find it can often be quite difficult to set a really meaningful Obstacle / DC / whatever-you-wanna-call-it, especially when you have to make the call in the heat of the moment at the game table. Sometimes, the best way to learn something really well is to have active discussions on the topic.
So, let’s talk about Obs! I’m sure I’m not the only Burning noob who’d like to think deeper on the subject, and I hope there are some Burning veterans who would be willing to share their expertise.
First off, I’d like to respond to a quote from that other thread.
I see what you mean. I have handed out a few Ob 1’s and 2’s so far. Problem is, low-Ob tests seem to have uninteresting consequences of failure more often than the higher Ob tests. After all, the severity of the consequence has to be evenly-matched to the difficulty of the Obstacle, does it not? Or am I mistaken there?
Also, a problem in my case is that we are playing online, PbP. It’s a solo campaign, and I’m really trying to keep the ball rolling at a steady pace. We’ve burned through many of the scenes in just a few days each. One of the ways we’ve managed that is to only roll when something’s at stake, and to keep the stakes as high as possible. We’re really painting the picture, so to speak, with broad strokes. Which means, again, low Ob stuff is getting ignored…
Anybody have any suggestions on how to keep low Ob tests in a PbP game without sacrificing precious time?
Also, do you really think it will be game-breaking to have fewer low-Ob tests than usual? (Yeah, I know advancement slows down, but if it slows down for everybody evenly, hey…)