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"Hot Take": Fear is a bad motivator
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<blockquote data-quote="tetrasodium" data-source="post: 8247267" data-attributes="member: 93670"><p>It sounds like we have similar styles in this regard at least but your post raises a good point that nicely shows why the mechanics need to support loss conditions for players to feat along the way to success or failure at any narrowed strand within a single isolated plot thread. At any given time there are five things going wrong right now & a few more are being sucked into the drain because the players chose to focus on this particular element. The players may or may not be explicitly aware of those other things they are ignoring & could be causing the problems themselves by solving a problem they are in the process of solving.</p><p></p><p>That's not to say that it's an endless loop of <a href="https://tvtropes.org/pmwiki/pmwiki.php/Main/NiceJobBreakingItHero" target="_blank">nice job breaking it hero</a>, just that the world is a complex living thing filled with people who have their own desires & motivations they act on & that those people are doing that while the players are doing the same. Someone mentioned a swamp being blighted earlier, of course there's a swamp being blighted... probably more than one in fact. Yea it didn't get stopped, instead these other things were solved. Even if <em>no</em> thing was "solved" the act of doing whatever was being done built ties with allies ho now owe a debt, revealed new information that could be useful towards meeting some goal, gained information, weakened a foe or whatever.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8247267, member: 93670"] It sounds like we have similar styles in this regard at least but your post raises a good point that nicely shows why the mechanics need to support loss conditions for players to feat along the way to success or failure at any narrowed strand within a single isolated plot thread. At any given time there are five things going wrong right now & a few more are being sucked into the drain because the players chose to focus on this particular element. The players may or may not be explicitly aware of those other things they are ignoring & could be causing the problems themselves by solving a problem they are in the process of solving. That's not to say that it's an endless loop of [URL='https://tvtropes.org/pmwiki/pmwiki.php/Main/NiceJobBreakingItHero']nice job breaking it hero[/URL], just that the world is a complex living thing filled with people who have their own desires & motivations they act on & that those people are doing that while the players are doing the same. Someone mentioned a swamp being blighted earlier, of course there's a swamp being blighted... probably more than one in fact. Yea it didn't get stopped, instead these other things were solved. Even if [I]no[/I] thing was "solved" the act of doing whatever was being done built ties with allies ho now owe a debt, revealed new information that could be useful towards meeting some goal, gained information, weakened a foe or whatever. [/QUOTE]
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"Hot Take": Fear is a bad motivator
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