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Critical Role's Campaign 4 Opens With a Funeral and Plenty of Intrigue
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<blockquote data-quote="OB1" data-source="post: 9772812" data-attributes="member: 6796241"><p>So, one of the old rules of film and television was that you should be able to enter a show at any point and within 10 minutes understand what's going on. That was largely because the old film reels were about 10 minutes in length (a feature film being made up by many of those reels) and if you came in late or a theatre were missing a reel, you could play still understand the movie. TV did the same thing with the commercial breaks being the guidepost, with the idea that you might switch channels at commercial and get drawn into another program.</p><p></p><p>But the point is, because of that rythmic conflict/resolution loop that made the above possible, because if you clearly show a conflcit and have it resolve in 10 minutes, your audience can follow along even if they don't know the shape of the entire plot line. That's a skill that has been unfortunately lost in the era of streaming (and one of the many reasons why, for example, Marvel films don't seem to land recently) but I think that BLeeM has a great feeling for that with his Liveplay, and it may be the single biggest reason his DMing has become so popular.</p><p></p><p>I'm really feeling that with Worlds Beyond Number, but the same structure was in place in Ep1. You could probably jump into any 15 or 20 minute stretch, get invested in a conflict going on at that point, and figure out a least a little of what the whole concept was. Perhaps the biggest issue effecting late C2 and all of C3 of CR were overly extended, repeated or poor conflict/resolution loops that resulted from, IMO, far too much improv and not enough substance for the players to work off of (like an overly long SNL skit). </p><p></p><p>Weirdly, with RPGs, you get better pacing by relying on emergent storytelling and not following a rigid plan and letting the story emerge as the DM constantly gives conflcits for the PCs to solve with dice. DMs create the conflict, PCs and dice resolve it. Repeat. If PCs don't resolve it, the world has to end the conflict so that it can move onto the next one.</p><p></p><p>Sorry for the long rant, just got on a tear.</p></blockquote><p></p>
[QUOTE="OB1, post: 9772812, member: 6796241"] So, one of the old rules of film and television was that you should be able to enter a show at any point and within 10 minutes understand what's going on. That was largely because the old film reels were about 10 minutes in length (a feature film being made up by many of those reels) and if you came in late or a theatre were missing a reel, you could play still understand the movie. TV did the same thing with the commercial breaks being the guidepost, with the idea that you might switch channels at commercial and get drawn into another program. But the point is, because of that rythmic conflict/resolution loop that made the above possible, because if you clearly show a conflcit and have it resolve in 10 minutes, your audience can follow along even if they don't know the shape of the entire plot line. That's a skill that has been unfortunately lost in the era of streaming (and one of the many reasons why, for example, Marvel films don't seem to land recently) but I think that BLeeM has a great feeling for that with his Liveplay, and it may be the single biggest reason his DMing has become so popular. I'm really feeling that with Worlds Beyond Number, but the same structure was in place in Ep1. You could probably jump into any 15 or 20 minute stretch, get invested in a conflict going on at that point, and figure out a least a little of what the whole concept was. Perhaps the biggest issue effecting late C2 and all of C3 of CR were overly extended, repeated or poor conflict/resolution loops that resulted from, IMO, far too much improv and not enough substance for the players to work off of (like an overly long SNL skit). Weirdly, with RPGs, you get better pacing by relying on emergent storytelling and not following a rigid plan and letting the story emerge as the DM constantly gives conflcits for the PCs to solve with dice. DMs create the conflict, PCs and dice resolve it. Repeat. If PCs don't resolve it, the world has to end the conflict so that it can move onto the next one. Sorry for the long rant, just got on a tear. [/QUOTE]
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Critical Role's Campaign 4 Opens With a Funeral and Plenty of Intrigue
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