John Morrow
First Post
Mallus said:While it really depends on how long a campaign has been going on, I generally remove game-ending consequences from the game. I just don't think it fun for anyone to spend a year embroiled in a storyline only to present the players with the narrative equivalent of the Tomb of Horrors (where two in three choices result in unavoidable doom).
What's fun can vary substantially from player to player. I've seen the elimination of game-ending consequences destroy a game just as surely as a TPK could have.
Mallus said:That still leaves me with a full slate of catastrophes to witness upon the poor PC's...
Sure. But those catastrophes will never be game-ending and thus not really catastrophes.
Mallus said:It's very important to me as well. But it has no value in and of itself. And there's a limit to it described by the genre conventions.
I think it has a great deal of value in and of itself. In fact, the primary reason why I role-play is to have the in character experience of being someone else someplace else. If that someone else or someplace else turns to cardboard because versimilitude has collapsed, I'm honestly left playing a boardgame. And, no, the story aspect of role-playing doesn't interest me all that much.
Mallus said:And given the context, insisting on a high level of verisimilitude is a little like insisiting that one wear a tie in room full of people who aren't wearing pants...
Frankly, that's how I feel about putting narrative concerns first and versimilitude last.
Mallus said:But the DM decides whats the logical consequences are, what other forces are are in play, and to what extend (hopefully believable) coincidences bail the players out.
And the players, if they are paying attention to the game, can tell when the GM is manipulating events just as surely as they can recognize a Deus ex Machina in a poorly written story or movie.
Writer's Digest had an interesting article about coincidences in stories a few years ago. The gist of the article was that readers will accept coincidences that complicate a plot but have very little tolerence for coincidences that save the characters from plot twists. Used sparingly, it can work OK. Used frequently, it becomes a cliche in the same class as the red shirt in Star Trek, another technique that works fine once or twice but became a cliche from overuse.
Mallus said:A good DM presents a reasonable environment that fosters derring-do. I'm sorry, but a level of daring action is implicit in both the genres that inspired it and the mechanics; thats reflected in almost every part of the systems design...
What is or isn't a good GM will vary from group to group. In fact there is another thread active right now that illustrates a what happens when the sensibilities of a GM are mismatched with the sensibilities of their players.
Mallus said:And I'm just not seeing how the choice to not play the game is preferable to choosing to play it...
If one is not having fun playing the game anymore, then it's preferable to not play it. There are at least two currently active threads (the one mentioned above and the one about the GM changing the character's personality on the player) that illustrate forms of this problem. In my particular case, if the game world doesn't make sense in character, then the setting and character fall apart on me and continuing to play is just so much moving a counter around on a map and rolling dice.
Mallus said:That's an interesting take... I'd argue that who the protagonists wind up being doesn't affect the genre conventions at work; in the case of ST, standing on ones principles would always win out against expediency, there'd always be another alternative that doesn't involve the sacrifice of innocents, diplomacy would (almost) always provide a solution, god-like entities would still be capable of shame/have sensible parents/and or be vulnerable to the 'calculate the last digit of pi' trick...
And that's emulating the Star Trek stories. That's not the only way to run a game in the Star Trek universe. The story and universe are different.
Mallus said:Take those away and you no longer have the Star Trek universe.
Ummm, you'd have Deep Space Nine...
If you haven't noticed, Deep Space Nine takes place in the Star Trek universe. You can also take a look at GURPS Prime Directive for a different take.