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High Event Play vs. Low Event Play
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<blockquote data-quote="abirdcall" data-source="post: 7874075" data-attributes="member: 6748898"><p>I think a mark of a good game is when adventure completion is an event. Where victory is not guaranteed. The easiest way to do this is to have different levels of success.</p><p></p><p>So the party might rescue the hostages. They might find the treasure. They might lose out on the treasure and let the hostages die but still find the clues to the deeper base.</p><p></p><p>If the players know that getting the treasure and/or rescuing the hostages is not a guarantee then doing so becomes an event. This is especially true for tasks that are considered a higher difficulty than what the party is assumed able to handle. </p><p></p><p>I agree with your post in general, though I think I would find many of your example events unfun to play.</p><p></p><p>Not TPKs, or PC deaths though. I think those are important. They're memorable events as you say but also create events out of success when the players know they are a real threat.</p><p></p><p></p><p></p><p>I agree. The adventures I like best are ones with many random elements. It means the writers must write an adventure to be played, not just a story to be told. </p><p></p><p>The unknown is so very important in a game of adventure. When I DM I don't want to know what's going to happen next either.</p></blockquote><p></p>
[QUOTE="abirdcall, post: 7874075, member: 6748898"] I think a mark of a good game is when adventure completion is an event. Where victory is not guaranteed. The easiest way to do this is to have different levels of success. So the party might rescue the hostages. They might find the treasure. They might lose out on the treasure and let the hostages die but still find the clues to the deeper base. If the players know that getting the treasure and/or rescuing the hostages is not a guarantee then doing so becomes an event. This is especially true for tasks that are considered a higher difficulty than what the party is assumed able to handle. I agree with your post in general, though I think I would find many of your example events unfun to play. Not TPKs, or PC deaths though. I think those are important. They're memorable events as you say but also create events out of success when the players know they are a real threat. I agree. The adventures I like best are ones with many random elements. It means the writers must write an adventure to be played, not just a story to be told. The unknown is so very important in a game of adventure. When I DM I don't want to know what's going to happen next either. [/QUOTE]
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High Event Play vs. Low Event Play
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