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The World of Inzeladun/Conan d20 Forum
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<blockquote data-quote="EnderTheElder" data-source="post: 2474530" data-attributes="member: 7116"><p>Tension and meaningfulness make a good adventure no matter the style. You have to have to sense that your characters actions effect the outcome of the story and thus you have the power to either screw things up or save to day. But too much tension (just as too little) can result in making the game feel meaningless because if every second of every game is life or death (particularly of the ref save DC 50 or die type) then ultimately the danger becomes meaningless and so does the game. Variation of situation becomes the key to making a good adventure. Characters should be given chances to express their character meaningfully by role-playing, kick some ass and get theirs handed to them every now and then. </p><p></p><p>I think of old x-men comics, most story lines the team dealt with threats that were dangerous but not deadly if they worked together, but often the threat was deadly and people got seriously hurt or killed (and then were brought back from the dead which eventually made this kind of thing meaningless), and occasionally their be an issue dealing with just the team interacting. And remember their is nothing that says "characterization" style plot elements should be both meaningful and have tension.</p><p></p><p>So tension, meaningfulness and variation.</p></blockquote><p></p>
[QUOTE="EnderTheElder, post: 2474530, member: 7116"] Tension and meaningfulness make a good adventure no matter the style. You have to have to sense that your characters actions effect the outcome of the story and thus you have the power to either screw things up or save to day. But too much tension (just as too little) can result in making the game feel meaningless because if every second of every game is life or death (particularly of the ref save DC 50 or die type) then ultimately the danger becomes meaningless and so does the game. Variation of situation becomes the key to making a good adventure. Characters should be given chances to express their character meaningfully by role-playing, kick some ass and get theirs handed to them every now and then. I think of old x-men comics, most story lines the team dealt with threats that were dangerous but not deadly if they worked together, but often the threat was deadly and people got seriously hurt or killed (and then were brought back from the dead which eventually made this kind of thing meaningless), and occasionally their be an issue dealing with just the team interacting. And remember their is nothing that says "characterization" style plot elements should be both meaningful and have tension. So tension, meaningfulness and variation. [/QUOTE]
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