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The World of Inzeladun/Conan d20 Forum
General Discussion
Danger
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<blockquote data-quote="BobProbst" data-source="post: 1468363" data-attributes="member: 13382"><p>It occurred to me this morning that one of the principal sources of tension in a game is from the sense of danger. And that it's this tension that adds such a wonderful drama to the game -- it's this very palpable sense of danger that drives the adventure and is a major defining moment for the characters.</p><p></p><p>Fights/Combat are one of the methods for creating this feeling of danger (if the threat of death is truely present).</p><p></p><p>Moreover, the threat of a fight can create an even greater tension. It captures both the implied danger of violence and the unknown circumstances that may tilt the situation toward or away from a fight.</p><p></p><p>In Vince's Murder Mystery Pirate Adventure this threat of violence was very imminent:</p><p>There was the constant, real threat of a mutiny</p><p>de Oto's pending death if he couldn't prove his innocence</p><p>There were many different sources for the threat that had to be unravelled as well as varied motivations -- each was from a person who was very capable of injuring the players.</p><p></p><p>The sense of danger can be created in lots of other ways too. Players always expect the worst -- these fears can be simply played upon with the insertion of a mystery . . . a man in brown robes perhaps, who haunts their footsteps. An animal who always seems to be nearby. A distinct noise -- footsteps, the sound of wind when there is none, the rustle of a bush, howling, a bell -- especially when such noises are accompanied by a similarly distinct event!</p><p></p><p>Often it is the unmanifested danger that looms largest!</p></blockquote><p></p>
[QUOTE="BobProbst, post: 1468363, member: 13382"] It occurred to me this morning that one of the principal sources of tension in a game is from the sense of danger. And that it's this tension that adds such a wonderful drama to the game -- it's this very palpable sense of danger that drives the adventure and is a major defining moment for the characters. Fights/Combat are one of the methods for creating this feeling of danger (if the threat of death is truely present). Moreover, the threat of a fight can create an even greater tension. It captures both the implied danger of violence and the unknown circumstances that may tilt the situation toward or away from a fight. In Vince's Murder Mystery Pirate Adventure this threat of violence was very imminent: There was the constant, real threat of a mutiny de Oto's pending death if he couldn't prove his innocence There were many different sources for the threat that had to be unravelled as well as varied motivations -- each was from a person who was very capable of injuring the players. The sense of danger can be created in lots of other ways too. Players always expect the worst -- these fears can be simply played upon with the insertion of a mystery . . . a man in brown robes perhaps, who haunts their footsteps. An animal who always seems to be nearby. A distinct noise -- footsteps, the sound of wind when there is none, the rustle of a bush, howling, a bell -- especially when such noises are accompanied by a similarly distinct event! Often it is the unmanifested danger that looms largest! [/QUOTE]
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