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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E combat and powers: How to keep the baby and not the bathwater?
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<blockquote data-quote="TwoSix" data-source="post: 5864781" data-attributes="member: 205"><p>It seems to me there's an argument between two different flavors of awesome.</p><p></p><p>The first is the awesome of the improbable, the "HOLY ****" moment, the winning lottery ticket, the guy who falls out of a plane without a parachute and lives kind of moment. This type of awesome suits traditional RPGs really well, which are based on modeling the expected results of a fantasy world with expected verisimilitude. Every once in a while a series of improbable rolls happens, and a monster dies in a way no one expected, or a character lives (or dies) in some improbable way, and those are the stories that get passed around the gaming table 10 years later. Everyone still probably remembers the exact dice rolls (He rolled under a 3 <em>five straight times</em>!).</p><p></p><p>Hussar is arguing for the awesomeness that more narrative games are built for, the awesomeness of the climatic moment. When the storyline comes together, and the character faces a true live-or-die (or needed success vs epic fail) moment, then the game rewards you for not just attacking, but doing something memorable. Narrative games thrive by giving rewards for expending or risking character resources at dramatically opportune moments to create climatic moments of awesomeness. </p><p></p><p>It's the awesomeness you feel that comes when you've finished a really good book or movie, that shivery flutter in the pit of the stomach. In a narrative game, you help to create that moment instead of just witness it. It's not that adrenaline rush that comes with rolling a 20 when you're the last guy standing, but it's certainly an awesomeness worth respecting.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 5864781, member: 205"] It seems to me there's an argument between two different flavors of awesome. The first is the awesome of the improbable, the "HOLY ****" moment, the winning lottery ticket, the guy who falls out of a plane without a parachute and lives kind of moment. This type of awesome suits traditional RPGs really well, which are based on modeling the expected results of a fantasy world with expected verisimilitude. Every once in a while a series of improbable rolls happens, and a monster dies in a way no one expected, or a character lives (or dies) in some improbable way, and those are the stories that get passed around the gaming table 10 years later. Everyone still probably remembers the exact dice rolls (He rolled under a 3 [I]five straight times[/I]!). Hussar is arguing for the awesomeness that more narrative games are built for, the awesomeness of the climatic moment. When the storyline comes together, and the character faces a true live-or-die (or needed success vs epic fail) moment, then the game rewards you for not just attacking, but doing something memorable. Narrative games thrive by giving rewards for expending or risking character resources at dramatically opportune moments to create climatic moments of awesomeness. It's the awesomeness you feel that comes when you've finished a really good book or movie, that shivery flutter in the pit of the stomach. In a narrative game, you help to create that moment instead of just witness it. It's not that adrenaline rush that comes with rolling a 20 when you're the last guy standing, but it's certainly an awesomeness worth respecting. [/QUOTE]
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4E combat and powers: How to keep the baby and not the bathwater?
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