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<blockquote data-quote="pemerton" data-source="post: 8271026" data-attributes="member: 42582"><p>I think whether an RPG <em>session </em>will look like a work of fiction is up for grabs: I've achieved this with one-shots using Cthulhu Dark and Wuthering Heights, and I think it can be done pretty reliably. Our Prince Valiant sessions also tend to be pretty reliable in build-up/pay-off.</p><p></p><p>And most 4e combats that I ran had a pretty solid rising-action => crisis => resolution sequence to them.</p><p></p><p>Systems that make it a bit harder to manage pacing than the ones I mentioned in my first paragraph, <em>and</em> that lack the mechanical support for it of 4e combat, are less likely to produce satisfactory narrative feel over the course of a given session. Some of our Traveller sessions play more like build-up or interludes or <em>come back next week to see what happens to our heroes</em>. But I don't think RPGing has to be hostage to premature failure or anticlimax. Avoiding the first focuses on <em>premature</em>, which is connected to prior conceptions of how things should unfold; avoiding the second focuses on <em>what is at stake</em> in the moment of resolution. One of the best discussions of this in the context of RPGing advice that I know is from Luke Crane, in the BW core book and in his Codex/Adventure Burner.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8271026, member: 42582"] I think whether an RPG [I]session [/I]will look like a work of fiction is up for grabs: I've achieved this with one-shots using Cthulhu Dark and Wuthering Heights, and I think it can be done pretty reliably. Our Prince Valiant sessions also tend to be pretty reliable in build-up/pay-off. And most 4e combats that I ran had a pretty solid rising-action => crisis => resolution sequence to them. Systems that make it a bit harder to manage pacing than the ones I mentioned in my first paragraph, [I]and[/I] that lack the mechanical support for it of 4e combat, are less likely to produce satisfactory narrative feel over the course of a given session. Some of our Traveller sessions play more like build-up or interludes or [I]come back next week to see what happens to our heroes[/I]. But I don't think RPGing has to be hostage to premature failure or anticlimax. Avoiding the first focuses on [I]premature[/I], which is connected to prior conceptions of how things should unfold; avoiding the second focuses on [I]what is at stake[/I] in the moment of resolution. One of the best discussions of this in the context of RPGing advice that I know is from Luke Crane, in the BW core book and in his Codex/Adventure Burner. [/QUOTE]
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