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Embedding Level Into The Narrative
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<blockquote data-quote="Campbell" data-source="post: 7815742" data-attributes="member: 16586"><p>I am not talking about outcomes here. I am talking about how things feel in play - in motion as it were. I am talking about a higher level monster not just being stronger, but feeling stronger. I am talking about the mechanics of the game helping us to feel what our characters are feeling.</p><p></p><p>It's not just about those goblins being scenery. It's about them feeling like scenery.</p><p></p><p>Like when a 5th level fighter uses Swipe to swing at two goblin warriors, rolls a 2, and they still go down. The fighter is not just bigger and stronger - the player feels bigger and stronger. Same for when 2 other goblins try to shoot him with arrows and the DM rolls a 14 and a 13 out in the open and the arrows glance off the fighter's sword. We see his fighting skill at work and feel how much more skill he has gained.</p><p></p><p>Likewise I do not just want higher level monsters to be dangerous and for the outcome to be uncertain. I want them to feel dangerous and for the fight to feel uncertain in the act of playing the game. Making a monster of the same level an equal and having the same like ballpark stuff is not just shifting the numbers to me. It just <em>feels</em> right. It makes a fighter facing an orc warrior feel like they have met their match in every possible way.</p><p></p><p>The level based scaling and critical success/critical failure rules help make differences in prowess feel meaningful at the table. This is not just about combat either. This is true for social encounters, dealing with traps, exploration, and just about everything a character will do in the game.</p><p></p><p>Ludo Narrative Harmony, the connection between what is happening in the narrative of the game and how we as players and GMs feel during play, is the most important thing to me when I evaluate and play roleplaying games. In my experience so far it is one of Pathfinder 2's greatest strengths.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7815742, member: 16586"] I am not talking about outcomes here. I am talking about how things feel in play - in motion as it were. I am talking about a higher level monster not just being stronger, but feeling stronger. I am talking about the mechanics of the game helping us to feel what our characters are feeling. It's not just about those goblins being scenery. It's about them feeling like scenery. Like when a 5th level fighter uses Swipe to swing at two goblin warriors, rolls a 2, and they still go down. The fighter is not just bigger and stronger - the player feels bigger and stronger. Same for when 2 other goblins try to shoot him with arrows and the DM rolls a 14 and a 13 out in the open and the arrows glance off the fighter's sword. We see his fighting skill at work and feel how much more skill he has gained. Likewise I do not just want higher level monsters to be dangerous and for the outcome to be uncertain. I want them to feel dangerous and for the fight to feel uncertain in the act of playing the game. Making a monster of the same level an equal and having the same like ballpark stuff is not just shifting the numbers to me. It just [I]feels[/I] right. It makes a fighter facing an orc warrior feel like they have met their match in every possible way. The level based scaling and critical success/critical failure rules help make differences in prowess feel meaningful at the table. This is not just about combat either. This is true for social encounters, dealing with traps, exploration, and just about everything a character will do in the game. Ludo Narrative Harmony, the connection between what is happening in the narrative of the game and how we as players and GMs feel during play, is the most important thing to me when I evaluate and play roleplaying games. In my experience so far it is one of Pathfinder 2's greatest strengths. [/QUOTE]
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