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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7589908" data-attributes="member: 82106"><p>Right, this kind of procedure was discussed early on in 4e's life. I recall doing a few experiments with it, but never was entirely satisfied with the results. Now, with HoML, which has ONLY challenge-like mechanics, you could create a hierarchy, each encounter builds a success/failure at the 'adventure' level, and success/failure at that level could feed into 'story arc' or 'campaign' level success/failure tallies. </p><p></p><p>All the questions you ask are quite germane. The other question is how this works in regards to things like changes of direction in the campaign, contrary or conflicting goals between different players (IE there may not be a party-wide definition of success at all levels). 4e SCs have trouble with changes in direction too. Sometimes it is best to simply decide that the SC has ended in an indeterminate way (IE the players abandoned it, or the conditions changed so much that the win/loss tally no longer makes any narrative sense, etc.). </p><p></p><p>Maybe a more robust concept would be to structure these things as 'quests' instead of 'challenges'. They could still use the tally mechanism, but they could be more personal and flexible, with many ongoing at one time, potentially, and perhaps failures and successes are more conditional. This might look a bit more like a 'clock' than an SC? I'm not sure...</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7589908, member: 82106"] Right, this kind of procedure was discussed early on in 4e's life. I recall doing a few experiments with it, but never was entirely satisfied with the results. Now, with HoML, which has ONLY challenge-like mechanics, you could create a hierarchy, each encounter builds a success/failure at the 'adventure' level, and success/failure at that level could feed into 'story arc' or 'campaign' level success/failure tallies. All the questions you ask are quite germane. The other question is how this works in regards to things like changes of direction in the campaign, contrary or conflicting goals between different players (IE there may not be a party-wide definition of success at all levels). 4e SCs have trouble with changes in direction too. Sometimes it is best to simply decide that the SC has ended in an indeterminate way (IE the players abandoned it, or the conditions changed so much that the win/loss tally no longer makes any narrative sense, etc.). Maybe a more robust concept would be to structure these things as 'quests' instead of 'challenges'. They could still use the tally mechanism, but they could be more personal and flexible, with many ongoing at one time, potentially, and perhaps failures and successes are more conditional. This might look a bit more like a 'clock' than an SC? I'm not sure... [/QUOTE]
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