Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
At the Intersection of Skilled Play, System Intricacy, Prep, and Story Now
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 8589542" data-attributes="member: 82106"><p>So, you see Story Now as always involving immediate consequences and a tight loop of feedback and increasing tension? I'm not so sure... So, for instance, here's a scenario drawn from past experience: The Space Station is doomed. There is NO way off, everyone on board will perish at the conclusion of the campaign. Now, clearly the main driver of tension is FAR OFF (in relative terms of scale, far off in that it is many many scene frames down the road, IMHO it isn't relevant as to how many hours/days/whatever this represents in fiction). </p><p></p><p>Now, obviously this game can ALSO feature as tight a loop of ongoing action and feedback/consequences/immediately generated tension. It can also include other medium term considerations, perhaps. The point is, I think the PREMISE ALONE made it a type of Story Now scenario. Everything the PCs did or experienced was always fully in the light of "and now I will die." It colored the whole experience, heavily. </p><p></p><p>So I would propose that things like DW's fronts/dooms likewise are an element of Story Now. I don't think they necessarily MUST exist, definitionally for it to be Story Now, but I think they may be sufficient to at least imbue a game with a significant element of Story Now character. I think that might play a role in higher level TB2 perhaps going in the SN direction as well, the PCs claw their way towards real success, they reach 7th+ level where they are clearly going to be movers and shakers (albeit perhaps also outsiders). At that point IMHO the most natural path for the game to follow is that the Final Doom of civilization, TB2's 'Ragnarok' (or at least an overwhelming disaster) raises its ugly head over everything. While the ultimately doomed nature of civilization is pretty much backgrounded in normal play, and thus not a big factor, it seems like it is always a tool the GM can turn to in order to really dial up the pressure at a certain point. This also jibes with the observation about the high level BitD game where eventually things inevitably turn to existential threats to Duskvol.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8589542, member: 82106"] So, you see Story Now as always involving immediate consequences and a tight loop of feedback and increasing tension? I'm not so sure... So, for instance, here's a scenario drawn from past experience: The Space Station is doomed. There is NO way off, everyone on board will perish at the conclusion of the campaign. Now, clearly the main driver of tension is FAR OFF (in relative terms of scale, far off in that it is many many scene frames down the road, IMHO it isn't relevant as to how many hours/days/whatever this represents in fiction). Now, obviously this game can ALSO feature as tight a loop of ongoing action and feedback/consequences/immediately generated tension. It can also include other medium term considerations, perhaps. The point is, I think the PREMISE ALONE made it a type of Story Now scenario. Everything the PCs did or experienced was always fully in the light of "and now I will die." It colored the whole experience, heavily. So I would propose that things like DW's fronts/dooms likewise are an element of Story Now. I don't think they necessarily MUST exist, definitionally for it to be Story Now, but I think they may be sufficient to at least imbue a game with a significant element of Story Now character. I think that might play a role in higher level TB2 perhaps going in the SN direction as well, the PCs claw their way towards real success, they reach 7th+ level where they are clearly going to be movers and shakers (albeit perhaps also outsiders). At that point IMHO the most natural path for the game to follow is that the Final Doom of civilization, TB2's 'Ragnarok' (or at least an overwhelming disaster) raises its ugly head over everything. While the ultimately doomed nature of civilization is pretty much backgrounded in normal play, and thus not a big factor, it seems like it is always a tool the GM can turn to in order to really dial up the pressure at a certain point. This also jibes with the observation about the high level BitD game where eventually things inevitably turn to existential threats to Duskvol. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
At the Intersection of Skilled Play, System Intricacy, Prep, and Story Now
Top