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.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Boss Monsters? I Just Say No!
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="Umbran" data-source="post: 7758200" data-attributes="member: 177"><p>Look at the language you chose.</p><p></p><p>Climax - the most intense, exciting, or important point of something; a culmination or apex.</p><p></p><p>So, be definition, the climax is going to be a big, intense, exciting *something*. When you are in a heroic fiction genre, where the stakes are likely life and death, given human experience you think resorting to violence is *unnatural*? Real people will resort to violence over mere money, dude. They do it *EVERY DAY*, all over the world. So, yeah, it is kind of natural.</p><p></p><p></p><p></p><p>Judgmental, much? </p><p></p><p>But, consider for a moment - if they are so vacuous... do you think they actually *created* the pattern? No, they didn't. They inherited it from most other heroic fiction - yes, from Beowulf, and Conan, and John Carter of Mars, and Buck Rogers, and most of the other adventure fiction out there. So, when you say "we just get it from" what you are really noting is a long line of inheritance over decades and centuries.</p><p></p><p></p><p></p><p>No, they don't. </p><p></p><p>But consider the difficulty of creating a tense, exciting scene <em>that actively uses the skills of a half-dozen people</em> that isn't a fight. Yes, your story can end in a dramatic, emotional discussion scene, but those very frequently and quickly focus on just a couple of characters. And we generally want everyone at the table to take an active (and hopefully equally important) part in that climax scene. Broadly, we want each player to be able to think of the game as their own PCs story. Now, remember that most of us (GMs or players) are not Nebula Award caliber writers. We are just folks. Getting that excitement into a social scene, and spreading it around equally, is very hard. In an action scene, it isn't hard at all.</p><p></p><p></p><p></p><p>Now, as an aside... how much do *you* like to be chided, and told the things you like (and how you run your games) are "vacuous"? Because, even though you didn't say that explicitly, though you keep saying "not that there is anything wrong with that" you are still using the supposedly empty action movies up as the exemplar, that that sets up the accusation by implication and analogy.</p><p></p><p>Now, this is a common rhetorical technique, but is it effective? Are there other ways you could approach the topic that wouldn't put you in a direct confrontation with what others do?</p></blockquote><p></p>
[QUOTE="Umbran, post: 7758200, member: 177"] Look at the language you chose. Climax - the most intense, exciting, or important point of something; a culmination or apex. So, be definition, the climax is going to be a big, intense, exciting *something*. When you are in a heroic fiction genre, where the stakes are likely life and death, given human experience you think resorting to violence is *unnatural*? Real people will resort to violence over mere money, dude. They do it *EVERY DAY*, all over the world. So, yeah, it is kind of natural. Judgmental, much? But, consider for a moment - if they are so vacuous... do you think they actually *created* the pattern? No, they didn't. They inherited it from most other heroic fiction - yes, from Beowulf, and Conan, and John Carter of Mars, and Buck Rogers, and most of the other adventure fiction out there. So, when you say "we just get it from" what you are really noting is a long line of inheritance over decades and centuries. No, they don't. But consider the difficulty of creating a tense, exciting scene [i]that actively uses the skills of a half-dozen people[/i] that isn't a fight. Yes, your story can end in a dramatic, emotional discussion scene, but those very frequently and quickly focus on just a couple of characters. And we generally want everyone at the table to take an active (and hopefully equally important) part in that climax scene. Broadly, we want each player to be able to think of the game as their own PCs story. Now, remember that most of us (GMs or players) are not Nebula Award caliber writers. We are just folks. Getting that excitement into a social scene, and spreading it around equally, is very hard. In an action scene, it isn't hard at all. Now, as an aside... how much do *you* like to be chided, and told the things you like (and how you run your games) are "vacuous"? Because, even though you didn't say that explicitly, though you keep saying "not that there is anything wrong with that" you are still using the supposedly empty action movies up as the exemplar, that that sets up the accusation by implication and analogy. Now, this is a common rhetorical technique, but is it effective? Are there other ways you could approach the topic that wouldn't put you in a direct confrontation with what others do? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Boss Monsters? I Just Say No!
Top