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General Tabletop Discussion
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Anticlimactic Boss Fights
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<blockquote data-quote="EzekielRaiden" data-source="post: 9004517" data-attributes="member: 6790260"><p>Yes. The players succeeded, turning what would have been a difficult challenge into an almost instant victory. Despite not being <em>dramatic</em>, it was still a major moment in the game--because the players knew that being observant, clever, and strategic <em>actually mattered</em>. That I would <em>not</em> take a victory away from them just because they figured out a solution I'd failed to account for. This simultaneously made them more willing to try creative things (because they knew a really effective creative thing would <em>not</em> be shut down even if it was "too good"), and made my players trust and respect that when I build things, I really am <em>trying</em> to make them awesome and exciting, even if that doesn't always happen.</p><p></p><p>So, while there was the tiniest bit of momentary letdown, in truth this was very, very good for the game overall. It's part of why I take such a dim view of techniques that, overtly or covertly, seek to prevent this from ever being allowed to happen.</p><p></p><p>Sometimes, believe it or not, an anticlimax is actually <em>better</em> for the game than a climax would be. Certainly not always. But the occasional anticlimax, especially one that arises from characters making effective choices or bringing just the right tool for the job, is actually a powerful demonstration of the GM's commitment to fair play and honest evaluation of the fictional space.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9004517, member: 6790260"] Yes. The players succeeded, turning what would have been a difficult challenge into an almost instant victory. Despite not being [I]dramatic[/I], it was still a major moment in the game--because the players knew that being observant, clever, and strategic [I]actually mattered[/I]. That I would [I]not[/I] take a victory away from them just because they figured out a solution I'd failed to account for. This simultaneously made them more willing to try creative things (because they knew a really effective creative thing would [I]not[/I] be shut down even if it was "too good"), and made my players trust and respect that when I build things, I really am [I]trying[/I] to make them awesome and exciting, even if that doesn't always happen. So, while there was the tiniest bit of momentary letdown, in truth this was very, very good for the game overall. It's part of why I take such a dim view of techniques that, overtly or covertly, seek to prevent this from ever being allowed to happen. Sometimes, believe it or not, an anticlimax is actually [I]better[/I] for the game than a climax would be. Certainly not always. But the occasional anticlimax, especially one that arises from characters making effective choices or bringing just the right tool for the job, is actually a powerful demonstration of the GM's commitment to fair play and honest evaluation of the fictional space. [/QUOTE]
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