Your assessment of this video is what I would expect from someone who was deliberately trying to find fault. You neglected to mention that at least 4 of the 6 members in this game have less knowledge of the rules than you do, so their understanding of where and when to utilize the threat mechanic, and the potential repercussions of doing so are not yet realized. Nevertheless, they do a great job with it.
Also, you're supposedly the "role play" guy, yet you managed to neglect setting the scene. Because the scene may influence how the players react, it's kind of important to mention, don't you think?
The characters in this scene are prisoners and attempting to break out of confinement. They have limited time, resources, and opportunities. So when they have the chance to act, they act swiftly, and with purpose, for which the threat mechanic is brilliant.
Water Bob said:
At 6:53, we see player 5 buy an extra die to use in his attack. That generates a Threat Point. Looks like they're using dice instead of buttons in a glass jar.
At 9:15, player 4 also buys an extra die for his attack. Another Threat Point generated.
Ok, so in other words PLAYERS are generating threat. Not just a single player, acting as an asshat, as you told me would happen in your example before. And Player 5 chose to buy
ONE dice, not generate mountains of threat as you suggested a player would.
When player 4 buys an attack dice, he also buys
only ONE, but you also didn't mention why he did.
What did he say as he thought it through?:
"I don't know if it's worth the extra dice or not..."
*thinks about it*
"Well this is important" and then he buys the dice, makes the roll, and saves the day.
This thought process is important!
Not only is he successful in his attack, he downs the opponents and provides the whole party with weapons, gains a momentum (whatever that is), and frees a mob of slaves.
This demonstrates exactly why this mechanic works. Heroes can CHOOSE when they want their character to act above and beyond what they might normally be capable of. PLAYERS are using the mechanic to buy an advantage NOW (receive a reward) knowing that the GM can use this against them later in the game. Bearing in mind that the scenario lends itself to acting quickly to break capture,
these PLAYERS made the determination that they wanted to try to free themselves from captivity quickly and arm themselves and that it was worth the potential risk down the road. And that is exactly what happened. Well done players!
Realistically, most of these players don't have enough experience with the game to determine if when they should be buying dice or not. They're just playing a beta game as it spills out before them. Certainly a player familiar with the mechanics, and the GM, would have a good understanding of where and when to buy dice. As I said before, this is a calculated reward/risk opportunity, and this video demonstrates it beautifully.
Any success achieved by any individual player as a result of these dice buys is a success for the whole group. This is beautifully demonstrated when player 4 buys a dice, downs his opponent, and provides weapons and freedom for everyone. The mechanic worked masterfully.
Water Bob said:
At 17:20, the GM decides to use one of the Threat Points from the pool. He removes one of the dice counters from the jar. It looks like he uses the point to bring up archers on the wall and have them fire down on all the characters.
Ok, so again you point out why your previous examples are bad. Here we have a DM actively using the threat that the PLAYERS have
just generated. This is vastly different than your previous example where GMs just horde their threat points forcing players to turn into timid sheep (according to your assessment). How many does he spend?
One. Who does he spend it on?
Everyone. He did not punitively punish a single player for the actions of another, as you again erroneously suggested would happen in your previous example (though he certainly could have).
You neglected to mention at 16:10
player 2 is reminded he can buy extra dice and chooses not to, again demonstrating the thought process behind rewards vs. risks. Players don't just generate a much threat as they possibly can as you have suggested.
Also, the entire group benefited from the dice buy from players 4 and 5, and as a result the GM can expend the threat as he sees fit.
This is confirmed by Player 2 (the player who chose not to buy dice) when at 18:40 he says exactly what I've been telling you, "No reward comes without risk" in response to the GM using threat.
Water Bob said:
Also: Because Players 4 and 5 generated Threat (got extra dice on their attack throws), the entire Party is now paying for that because the GM is having the NPCs fire bows at everyone!
The entire party is free and armed and one player has momentum because of players 4 and 5. An entire mob of slaves was also freed. They've been rallied, they momentarily even fight for the PCs. And even if the players had failed, they still determined in advance that the potential reward was worth the potential risk. That's quite a bit of success generated on a measly two dice. Well worth the risk.
And I don't see anyone at this table sharing your sentiment. Where is the player who says "I would rather still be shackled and weaponless than be shot by this archer"? Where is the player saying that buying those dice was not worth it? Players aren't acting as you said they would. The GM is not acting as you said he would. No player is complaining about being penalized for the dice buy of another. Nothing you said would happen, actually happened.
Water Bob said:
At 23:35 - (They spent some time resolving and talking about the Archer attack), Player 4's character is hit with an arrow, removing 3 of 11 hit points. But, more importantly the GM goes a step further and penalizes the character one round more, making him deal with the arrow wound.
Yeah that was awesome RP, wasn't it? I liked that too. I didn't see the GM use threat to do this, maybe I missed it. But what a cool use of threat if he did.
I watched until minute 25. I'm not going to analyze the whole thing.
I cannot see why you would present this as support for your case when it clearly demonstrates exactly the opposite of what you suggest it does (at least as far in as 25 min). The mechanic is working exactly as intended. Everyone is having a good time. No one is abusing the mechanics. No players are being asshats. The GM is not hording massive amounts of threat. The players openly acknowledge that the reward was worth the risk and audibly work through the thought process of the reward/risk relationship of buying dice.
Tell me again how this mechanic is so terrible?
You seem like a last-word kind of guy, so regarding our conversation, you can have it. Good discussion.