fusangite said:
1. Campaign Narrative Structure
Whenever I have used the term "climax," I have been applying it to the campaign as a whole. When you have used the term, you have variously applied it to individual episodes, perceived story arcs within the campaign, the campaign as a whole up to the current moment and the entire campaign. First, let me define campaign as I am using it here. If you wish to substitute another term you like better, feel free to do so. Just tell me what it is.
I have noticed that when unable to make a cogent reply, you have a fetish for retreating to technobabble. Why is this?
Is it your position
(a) that what the GM has done somehow is not a cliffhanger?
(b) that cliffhangers are inappropriate in RPGs and that therefore if setbacks are to take place, they cannot happen during the finale of an episode?
(c) that cliffhangers are only appropriate in RPGs if they have no emotional effect on the players?
It truly is fascinating that after 10 pages of this, you are still none the wiser.
Cliffhangers done well, is good.
Cliffhangers done badly, is bad.
This cliffhanger done badly.
No buildup.
No foreshadowing.
No context.
Pulled out of DM's ass on spur of the moment, without any planning at all.
Simple!
You have also used the term "episodic campaign structure"; in the particular episodic campaign structure that I prefer, there are a lot of setbacks and cliffhangers.
Exactly. And there's nothing wrong with that, _if done right_.
Of course there wasn't a book I could even read to discover what was going to happen after Han Solo was frozen in carbonite but I patiently waited for three whole years for Return of the Jedi to come out -- from when I was 8 until I was 11. Did I feel sombre or discouraged when I walked out of the theatre at the age of 8? Of course. Did this make Empire a bad movie? No. In my eight year old mind, it was the greatest movie anyone had ever made in the history of the human race.
See above, O eight-year-old mind.
So, why is it Hong, that children watching movie serials can handle emotionally sombre cliffhangers and gamers can't? Why do you assume that because the players felt sombre right after the episode that this made them all want to quit the campaign?
At least when this thread is finished, Toronto won't have to worry about all that excess straw forming a fire hazard.
Nobody said they'd all want to quit the campaign. One badly executed session won't kill most campaigns, this one included. However, that doesn't mean that if this sort of thing happens repeatedly, the DM doesn't risk their players eventually going elsewhere. Of course, there are some DMs who like living on the edge, but I like to think that's a conscious choice, not simply a byproduct of mulishness.
You have finally conceded that perhaps it is reasonable for the characters to lose the object of their quest under certain circumstances.
Spin, my little people, spin! Are you finished arguing with yourself yet?
I never said that it was unreasonable for characters never to lose the object of their quest. I said that the execution of the plot twist was wanting. That you apparently are unable to distinguish between the idea and the execution is nobody's problem but yours.
But you argue that those circumstance occur only when the DM has thought through "all the possible consequences." I have to disagree -- it is only incumbent upon the DM to think through probable consequences.
All == probable for all practical purposes. Trust me, I'm a statistician.
Perhaps you are unaware of all the choices your players can theoretically make and all of the emotional states that each and every one of them could experience at any moment of the game. I would suggest that if you truly understood how enormous (nigh infinite) a range of possibilities this is, you would revise your statement to be the same as mine: it is incumbent upon the DM to think thought probably outcomes.
... or the DM could simply have more social skills than a walnut. I think I might have mentioned this before.
(a) None of your criteria are directly linked to the DM's performance; all simply measure player reactions without reference to what the DM has done.
Because at the end of the day, the DM's performance is rated according to the reactions of their players. Learn this.
(b) Most of the questions you ask cannot be answered with the information posted to the thread. But here's a brief survey of what we can answer:
1. By looking at the reactions of the other people around the table: This seems like a reasonable standard. We have the reactions all but one of the players. They indicate that the DM did not behave unreasonably.
Ah, right. So Ambrus DID come here to complain about how everyone liked the game.
So, we have 3 unknowns, 1 yes and 1 no.
Only in your world, where the colour of the sky is undetermined, but possibly a fetching shade of purple.
Based on your own test, how can you possibly conclude that Ambrus behaved unreasonably?
The issue is not whether or not Ambrus behaved unreasonably. The issue is what caused the ill-feeling that is self-evident to everyone (except you, apparently) and how he can best fix that. Do stop tilting at windmills.