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Do you use the Success w/ Complication Module in the DMG or Fail Forward in the Basic PDF
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<blockquote data-quote="doctorbadwolf" data-source="post: 8285466" data-attributes="member: 6704184"><p>Stop reducing my arguments like this, please. I’m not treating you the same way. </p><p></p><p>I don’t care about the bonus part. Claiming it isn’t a challenge is what I, well, challenged. </p><p></p><p>It’s more likely, I begin to think, that the difference is more one of preferences about experiences. I think we would not have much fun if gaming together. Or reading fiction written by the other, if I’m recalling past conversations about story pacing and editing correctly. </p><p></p><p>Okay, so do I. What do you think about what I said, though? </p><p> </p><p>So you don’t have to go back and read it again, “Rather, it forces the GM to morph the world around the arbitrary need for every scene to have <em>dramatic stakes </em>and and makes the world make less sense as a result.” Nowhere in that is even a hint of an implication of a statement about “dangerous situations having stakes”. </p><p></p><p>Disagree on every level. Making every situation either filled with dramatic tension or skipping past it as quickly as possible does, IMO/IME, lead to good storytelling. Some scenes are professors Hulk losing his tacos. Those are good scenes. They make the story better. When they involve something that could plausibly go multiple ways depending on how well someone does something, and the difference is potentially interesting, it should have a roll. </p><p></p><p>You don’t see how different play priorities and processes will encourage or discourage different play outcomes?</p><p></p><p>The players...don’t get...what they want. That is a consequence. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /></p><p></p><p>Cool. Didn’t say it was. </p><p></p><p>The game should focus on whatever the player characters want to focus on. The world should exist as if the players don’t matter, but gameplay should center on them. </p><p></p><p>Again, feel free to explain to me why you think I’ve said the two are mutually exclusive. </p><p></p><p>This has literally been my point this entire time. Failure to get what you want is a consequence. </p><p></p><p><img class="smilie smilie--emoji" alt="😕" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" title="Confused face :confused:" data-shortname=":confused:" loading="lazy" width="64" height="64" /></p><p></p><p>Yeah no. We just have entirely incompatible outlooks on most aspects of good gameplay and good storytelling, it seems. </p><p> </p><p>“Get to the good stuff sooner”...I just...no. Even at my most linear, I’m not in a hurry to get to “the good stuff”. The whole game is the good stuff. The small quiet moments, the silly moments that don’t matter, the half hour of the PCs wasting time chasing their own tails, and the moments of dramatic tensions are all the good stuff. </p><p> </p><p>Less is less, and cutting every scene that doesn’t move the plot forward is bad editing and bad storytelling.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8285466, member: 6704184"] Stop reducing my arguments like this, please. I’m not treating you the same way. I don’t care about the bonus part. Claiming it isn’t a challenge is what I, well, challenged. It’s more likely, I begin to think, that the difference is more one of preferences about experiences. I think we would not have much fun if gaming together. Or reading fiction written by the other, if I’m recalling past conversations about story pacing and editing correctly. Okay, so do I. What do you think about what I said, though? So you don’t have to go back and read it again, “Rather, it forces the GM to morph the world around the arbitrary need for every scene to have [I]dramatic stakes [/I]and and makes the world make less sense as a result.” Nowhere in that is even a hint of an implication of a statement about “dangerous situations having stakes”. Disagree on every level. Making every situation either filled with dramatic tension or skipping past it as quickly as possible does, IMO/IME, lead to good storytelling. Some scenes are professors Hulk losing his tacos. Those are good scenes. They make the story better. When they involve something that could plausibly go multiple ways depending on how well someone does something, and the difference is potentially interesting, it should have a roll. You don’t see how different play priorities and processes will encourage or discourage different play outcomes? The players...don’t get...what they want. That is a consequence. 🤷♂️ Cool. Didn’t say it was. The game should focus on whatever the player characters want to focus on. The world should exist as if the players don’t matter, but gameplay should center on them. Again, feel free to explain to me why you think I’ve said the two are mutually exclusive. This has literally been my point this entire time. Failure to get what you want is a consequence. 😕 Yeah no. We just have entirely incompatible outlooks on most aspects of good gameplay and good storytelling, it seems. “Get to the good stuff sooner”...I just...no. Even at my most linear, I’m not in a hurry to get to “the good stuff”. The whole game is the good stuff. The small quiet moments, the silly moments that don’t matter, the half hour of the PCs wasting time chasing their own tails, and the moments of dramatic tensions are all the good stuff. Less is less, and cutting every scene that doesn’t move the plot forward is bad editing and bad storytelling. [/QUOTE]
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Do you use the Success w/ Complication Module in the DMG or Fail Forward in the Basic PDF
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