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RogerBurtonWest
Roger Burton West

Sat

Jan 14
2006

10:47

Setbacks vs. Sacrifices

On Fri, Jan 13, 2006 at 05:43:44PM -0600, Karen J. Cravens wrote:
>On Fri, 13 Jan 2006, Roger Burton West wrote:
>RBW>think that's a key difference between RPGs and statically-presented
>RBW>fiction: the tension comes from a _genuine_ absence of knowledge about
>RBW>how the story's going to turn out. I think you that to do otherwise you
>I'm not sure which you mean... in an RPG the players (at least) have a 
>genuine absence of knowledge, and in fiction the reader/viewer does too.

In _some_ fiction, though not I think in quite a lot of it. Have you
seen _Armageddon_? Were you in the slightest doubt about whether the
Earth would be saved? Have you read any romance novels? The tension
there is all about _how_ things will turn out right, not _whether_ they
will.

>Or do you mean in the RPG there's an absence of knowledge about whether 
>the story's going to turn out well or badly?  If the latter, I don't like 
>that tension, because it's not real if there's no chance of failure, and 
>if there's a chance of failure some of your games are going to, well, 
>fail.

Which lets you tell an interesting story about the failure. I rate that
tension as more important than avoiding the occasional unhappy ending.

Now, there are some situations in which I as GM will just rule "it
works, no need to roll". The conveyor operations in the I-Cops game, for
example, which basically serve as the bookends on a single scenario - I
may well write up a "conveyor goes horribly wrong" scenario at some
point, but I'm unlikely to run it based on a die roll.

>I dunno about that, at least if it could be made to work right.  
>Basically, the notion is just to eliminate story-breaking rolls.  I don't 
>want to remove the risk of things going (badly) wrong, I just want to 
>channel it into *interesting* ways things can go wrong.

I think I see what you're getting at, but I think it's potentially a
very heavy mechanical structure to deal with something that I'd approach
as a matter for normal GM fudging.

-- 
Roger, gaming grognard
Lots of role-playing stuff: http://tekeli.li/
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