While I agree and can plainly see that the math for council time limits is biased towards success the longer a Council goes on, it appears to be true primarily when disregarding the entropy of the narrative context of a council, as others have pointed out in prior posts. When considering a council scene, if all we see is a series of dice rolls used to build up a pile of successes before a timer expires then there may be no manner of mechanical fix sufficient enough to overcome that in a satisfying way. Mechanizing roleplay has always been a tricky thing to do. The key is leveraging the narrative context to the fullest extent possible, and using it to inform the mechanics of the scene.
The narrative context of a council can be impacted by any number of factors: who is talking (is the audience wary of dwarves?), what they are saying and how they are saying it (the context for skill application - not all Persuade skill rolls are alike), overusing the same skills again and again (Awe me once shame on me, Awe me twice shame on you), using the same skills back-to-back (audience less affected by a repetitive argument), audience Attitude (RAW), audience predisposition for certain methods of argument presentation (which skills and/or Attributes are they most/least likely to respond to?), etc. The list goes on.
Even with longer council timers statistically weighted in favor of success, these longer councils should typically result in the introduction of more contextual entropy than shorter councils, with the net effect being a reduction in the chance of success when compared to a shorter council. I view councils like a knock-down, drag-out battle of wills, with all the trimmings of any other battle one might run at the table. The Player-heros are asking for results their audience does not want to provide, at least initially. This is not fundamentally different from any other combat. There are two sides in direct opposition, regardless of their attitudes towards one another. Even best friends don’t agree 100% of the time. This is social combat, yes, but it's still combat, and even if narratively it comes off as generally pleasant in its execution, under the hood it is a vicious battle to get what you want from those that aren’t immediately predisposed to provide it.
So I generally operate my councils using a few guidelines, keeping in mind this is all-out war in the most pleasant context possible. I think some version of this would have been helpful to include in the section of the core rulebook to teach LMs how to run decent councils.
- Always consider the audience’s Attitude (Reluctant/Open/Friendly). Easiest to do as this is directly addressed in the core rules.
- Consider the Distinctive Features of those primarily addressed by each skill check. Another easy one as this is also RAW, but sometimes overlooked.
- Consider that skills (generally) may become less effective the more they are used, particularly when using the same skill in the same general context it's already been used. If used in a different context a penalty may be avoided or less severe. Using the same skill back-to-back without a significant context change is particularly egregious.
- If one Player-hero is doing all the talking/convincing, the audience may become wary as this intimate group of travelers isn’t acting together in a convincing manner.
“Why does your dwarf companion have nothing to say? Has he no voice of his own in these matters? Speak now, with haste dwarf, lest I eject you from my halls!”
- Consider which skills, or even group of skills under certain Attributes, are more or less likely to have an effect on this particular audience. Factor it in if it makes sense.
- Consider that no two skill checks are alike, even if it’s the same skill. Take the context of the skill activation into consideration. As a broad example, a Persuade skill check can be activated in different contexts. How does the audience respond to that context?
- Apply Risk Levels to each skill check as appropriate. Use context to set consequences. Maybe the failure (or success with Woe) of a skill check makes the next few checks harder as the audience negatively reacts!
- Apply Endurance reductions along with the use of Risk Levels. A longer council can get exhausting, resulting in Weary participants.
- Finally, consider any other complications/advantages inherent to the scene or scenes that make up the council. Apply these as appropriate.
The thing I try to keep in the forefront during a council is that the roleplay should be more important than, and feed into, the skill rolls, not the other way around. Most importantly, not all audiences will react the same to the same application of methods. This IMO is the key to unlocking interesting councils. It’s really all about keeping narrative context at the forefront and using that to inform the skill checks. And of course the mini-game of discovering how best to approach a particular audience can be a fun game to play if done correctly.
As an aside, this same general logic can be applied to Skill Endeavors, which “suffer” from the same mathematical predisposition for success with longer time limits when reduced merely to a handful of dice rolls with no situational context applied.