Lanefan
Victoria Rules
A number of recent discussions both here and at home have led me to thinking: what is it that makes a game-session-adventure-campaign exciting and memorable? Is it story? Sometimes, sure. Is it the particular confluence of players and-or characters in that particular group? Again, sometimes yes.
But the biggest thing that leads to excitement now and memorability later is what I call 'events' - things that happen in the game that either change the game, change something within the game, or keep people talking long after they're done. Under the spoiler block are my thoughts on this.
Long essay warning.
I have some ideas of my own on what can be done by both DMs and players to encourage higher-event play but I'd like to hear others' thoughts first, including whether this is even a useful train of thought at all. 
But the biggest thing that leads to excitement now and memorability later is what I call 'events' - things that happen in the game that either change the game, change something within the game, or keep people talking long after they're done. Under the spoiler block are my thoughts on this.
Long essay warning.
High Event Play vs Low Event Play
What is it makes a game exciting and interesting to play in, and – in cases of a spectator sport – exciting and interesting to watch? The answer is what I call "events", or highlights.
Consider watching two football matches. In one match the two teams harmlessly kick the ball around to a 0-0 draw with neither goalie called upon to even make a difficult save: a low-event game. The other match, an end-to-end affair throughout, finishes 4-3 and includes several stunning saves, some excellent individual plays, a sending-off, and some controversy: a high-event game.
Which of these would you rather watch, or play in?
The same principles hold true for D&D play – it can be high-event or low-event. But in D&D, what constitutes an 'event'?
Non-Events
Let's first dispense with some game elements that, while they might at first appear to be 'events' as defined below, are in fact mandated by the game and thus are almost certain to happen regardless of what anyone does:
Events Defined
So, what is an event? Here, an event is defined as something that either changes the game, changes the party makeup, changes something major about an individual character, or that is likely to be remembered and talked about well after the fact. Some examples:
1. Events that change the game:
2. Events that change the party makeup:
3. Events that change something major about an individual character:
4. Events that are likely to be remembered and talked about:
The occurrence of some events listed above is completely under the control of the [DM]. Others are completely under the control of the players [PL]; while many require a bit of both and some also require co-operative dice.
It is worth noting that most events, particularly in the latter two sections above, involve instability, unpredictability, and a certain degree of chaos. This requires some buy-in from all involved, to accept that things can and occasionally will change suddenly and in a big way and that those changes won't always be for the better. That said, even the most Lawful characters can certainly still be high-event.
It is also worth noting that in general high-event characters tend to have more long-term memorability than do low-event characters. A character can be remembered for either or both of two things: who it is (in combination of race-class-mechanics and personality) and what it does (its significant events), and a character who stands out in neither of these aspects will soon be forgotten.
How To Achieve Higher-Event Play
First, let's be clear that it is quite possible for a game's event level to be or become unsustainably high, to the point where everything's an event and thus nothing is. (though for beer-soaked gonzo one-offs this is standard procedure!) This isn't the end goal here.
That said, ask yourself – be it as player or DM – if your campaign could benefit from a higher event level, and if yes then ask yourself what you can do to promote and-or incent such.
Thoughts?
What is it makes a game exciting and interesting to play in, and – in cases of a spectator sport – exciting and interesting to watch? The answer is what I call "events", or highlights.
Consider watching two football matches. In one match the two teams harmlessly kick the ball around to a 0-0 draw with neither goalie called upon to even make a difficult save: a low-event game. The other match, an end-to-end affair throughout, finishes 4-3 and includes several stunning saves, some excellent individual plays, a sending-off, and some controversy: a high-event game.
Which of these would you rather watch, or play in?
The same principles hold true for D&D play – it can be high-event or low-event. But in D&D, what constitutes an 'event'?
Non-Events
Let's first dispense with some game elements that, while they might at first appear to be 'events' as defined below, are in fact mandated by the game and thus are almost certain to happen regardless of what anyone does:
- - - Character level-ups
- - - Rules-required stat increments
- - - Party mission completion and-or story success. This one's not so cut-and-dried, but the set-up of the game and of most modules or adventures strongly tilts things in the PCs' favour in this regard; and while on rare occasions completion of a major mission can itself be an event, far more often any noteworthy events that occur are in fact embedded within the completion process.
Events Defined
So, what is an event? Here, an event is defined as something that either changes the game, changes the party makeup, changes something major about an individual character, or that is likely to be remembered and talked about well after the fact. Some examples:
1. Events that change the game:
- - - A new player joins [DM], or an existing player leaves [PL; rarely DM]
- - - Major elements of the game's underlying rules system – or the entire system in use – is/are changed on the fly [DM]
- - - TPK or party wipe-out
2. Events that change the party makeup:
- - - A new PC joins the party, either newly rolled up or returning/cycling in from retirement [PL]
- - - An existing PC leaves the party, either to retirement/cycling [PL] or due to something forced by the run of play e.g. a permanent death
- - - A new adventuring NPC joins the party, this can include henches
- - - A PC is captured or rescued, where said captivity lasts longer than a few played sessions
- - - Scattering of the party into three or more discrete and independent parts
3. Events that change something major about an individual character:
- - - Death, whether revived later or not
- - - Failure to be revived (in games where this is an option)
- - - Sudden level loss or gain, outside what the normal run of play would provide
- - - Sudden change of alignment, race, class, or gender
- - - Sudden change (up or down) to one or more base stats, outside of those mandated by the rules
- - - A PC gains or loses a title, keep, castle, or similar [DM]
- - - Acquisition or loss of a major personally-owned magic item
- - - Pregnancy and-or childbirth
- - - Sudden significant aging
4. Events that are likely to be remembered and talked about:
- - - A major in-game act of heroism or swashbuckling by an individual PC; can include
- - - - - - Saving the party as the last character standing
- - - - - - Pulling off an incredible escape, maneuver, or act of derring-do
- - - - - - Saving another PC's life at cost of your own [PL]
- - - A major in-game act of humour by one or more PCs, or the whole party
- - - A major in-game act of foolishness or recklessness by one or more PCs, or the whole party
- - - PC-PC romance, fling, coupling, or marriage [PL]
- - - A PC vs PC fight or conflict that progresses beyond simple verbal argument [PL]
- - - PC vs PC pranks or practical jokes [PL]
The occurrence of some events listed above is completely under the control of the [DM]. Others are completely under the control of the players [PL]; while many require a bit of both and some also require co-operative dice.
It is worth noting that most events, particularly in the latter two sections above, involve instability, unpredictability, and a certain degree of chaos. This requires some buy-in from all involved, to accept that things can and occasionally will change suddenly and in a big way and that those changes won't always be for the better. That said, even the most Lawful characters can certainly still be high-event.
It is also worth noting that in general high-event characters tend to have more long-term memorability than do low-event characters. A character can be remembered for either or both of two things: who it is (in combination of race-class-mechanics and personality) and what it does (its significant events), and a character who stands out in neither of these aspects will soon be forgotten.
How To Achieve Higher-Event Play
First, let's be clear that it is quite possible for a game's event level to be or become unsustainably high, to the point where everything's an event and thus nothing is. (though for beer-soaked gonzo one-offs this is standard procedure!) This isn't the end goal here.
That said, ask yourself – be it as player or DM – if your campaign could benefit from a higher event level, and if yes then ask yourself what you can do to promote and-or incent such.
Thoughts?
