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General Tabletop Discussion
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Is Combat Tedious on Purpose?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9614514" data-attributes="member: 6790260"><p>It's why I prefer <em>volatility</em> rather than <em>lethality</em>.</p><p></p><p>Lethality measures how likely it is that your character is going to die in any given situation. Volatility measures how frequently your character <em>changes state</em>, whether or not that state is (specifically) death.</p><p></p><p>OSR games are extremely lethal in most cases, where literally any combat has a pretty meaningful chance of death until you get several levels under your belt, which you have previously noted may take <em>literal years</em> IRL. But, ironically, they are not actually very volatile, because the state-flip is usually almost binary and happens hard, fast, and (often) without any ability to bounce back. Despite being a radically different kind of game, 3e also ended up in this space too, because its ludicrously powerful spells (particularly save-or-die/save-or-suck spells) meant that either you won spectacularly and thus didn't see much change of state, or you <em>lost</em> spectacularly and thus only saw one change of state.</p><p></p><p>In a volatile but not particularly lethal game, the <em>risk</em> of death is always there, but the actual <em>eventuality</em> of death is rare. Instead, you have sudden harm and then a heroic rally. You have a bold maneuver and then a sudden cost paid. The experience is tense not because it could end at any second, but because the state-of-play is rising and falling all the time, and at different rates for different characters.</p><p></p><p>It's the difference between a bomb-defusing scene in a TV show (where characters are much more expendable than films or books, typically), and a chase scene. The bomb-defusing is tense because it <em>could</em> go badly at any moment, but there's really only two things that can happen: bomb kills everyone, or bomb does nothing. You can't really milk it for any tension beyond that simple binary. A chase scene, however, can have all sorts of changes, up and down, back and forth. You can have an early setback and then a rally. You can have early success and then a sudden swerve (literally or figuratively!) And even the conclusion admits a spectrum of possible results, rather than a hard binary (even a "per-character" hard binary, if you want to specify that finely).</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9614514, member: 6790260"] It's why I prefer [I]volatility[/I] rather than [I]lethality[/I]. Lethality measures how likely it is that your character is going to die in any given situation. Volatility measures how frequently your character [I]changes state[/I], whether or not that state is (specifically) death. OSR games are extremely lethal in most cases, where literally any combat has a pretty meaningful chance of death until you get several levels under your belt, which you have previously noted may take [I]literal years[/I] IRL. But, ironically, they are not actually very volatile, because the state-flip is usually almost binary and happens hard, fast, and (often) without any ability to bounce back. Despite being a radically different kind of game, 3e also ended up in this space too, because its ludicrously powerful spells (particularly save-or-die/save-or-suck spells) meant that either you won spectacularly and thus didn't see much change of state, or you [I]lost[/I] spectacularly and thus only saw one change of state. In a volatile but not particularly lethal game, the [I]risk[/I] of death is always there, but the actual [I]eventuality[/I] of death is rare. Instead, you have sudden harm and then a heroic rally. You have a bold maneuver and then a sudden cost paid. The experience is tense not because it could end at any second, but because the state-of-play is rising and falling all the time, and at different rates for different characters. It's the difference between a bomb-defusing scene in a TV show (where characters are much more expendable than films or books, typically), and a chase scene. The bomb-defusing is tense because it [I]could[/I] go badly at any moment, but there's really only two things that can happen: bomb kills everyone, or bomb does nothing. You can't really milk it for any tension beyond that simple binary. A chase scene, however, can have all sorts of changes, up and down, back and forth. You can have an early setback and then a rally. You can have early success and then a sudden swerve (literally or figuratively!) And even the conclusion admits a spectrum of possible results, rather than a hard binary (even a "per-character" hard binary, if you want to specify that finely). [/QUOTE]
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