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Boss Monsters? I Just Say No!
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<blockquote data-quote="Umbran" data-source="post: 7758236" data-attributes="member: 177"><p>That's not actually the root of the point.</p><p></p><p>There will be a *conflict* as the resolution, regardless. You don't have the tension, excitement, or import of a climax of the fiction without a conflict.</p><p></p><p>But, take one step back from system. What comes *before* the system and mechanics?</p><p></p><p>When you decided to run a game, at least implicitly, you <em>chose a genre</em>. Then, if you were smart, you chose a game with mechanics that suit your genre, right? So, there's a significant degree of system in it, only because <em>what form of resolution is appropriate for a climax is genre-dependent</em>. And, face it folks - most of us are playing heroic action/adventure genres, for which a fight is generally an entirely appropriate and natural climax for a story. </p><p></p><p> </p><p></p><p>This point generally comes down to, "Well, if you were playing an entirely different game, you could do this easily!" Suggesting.. what? That they could drop their current campaign, pick up an entirely different game, and run with it just so they can have climax scenes that aren't fights? Does that seem... useful advice?</p><p></p><p></p><p></p><p>Yeah. But, see above in my note that we gamers love our stories, but are not, in general, really great authors. Good heist scenarios are not easy to pull off - even if you are using something like the Leverage game, which is actively designed for the purpose.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7758236, member: 177"] That's not actually the root of the point. There will be a *conflict* as the resolution, regardless. You don't have the tension, excitement, or import of a climax of the fiction without a conflict. But, take one step back from system. What comes *before* the system and mechanics? When you decided to run a game, at least implicitly, you [i]chose a genre[/i]. Then, if you were smart, you chose a game with mechanics that suit your genre, right? So, there's a significant degree of system in it, only because [i]what form of resolution is appropriate for a climax is genre-dependent[/i]. And, face it folks - most of us are playing heroic action/adventure genres, for which a fight is generally an entirely appropriate and natural climax for a story. This point generally comes down to, "Well, if you were playing an entirely different game, you could do this easily!" Suggesting.. what? That they could drop their current campaign, pick up an entirely different game, and run with it just so they can have climax scenes that aren't fights? Does that seem... useful advice? Yeah. But, see above in my note that we gamers love our stories, but are not, in general, really great authors. Good heist scenarios are not easy to pull off - even if you are using something like the Leverage game, which is actively designed for the purpose. [/QUOTE]
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