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<blockquote data-quote="Barastrondo" data-source="post: 5901455" data-attributes="member: 3820"><p>Yeah, but not every RPG needs to have life-risking activities <em>all the time</em>. Not that I think they do, mind.</p><p></p><p>I think of classic D&D games I played back in the day, and the stuff that kept us with this bizarre hobby was the pacing. The rooms in the dungeon that are empty, but contain clues about what's going on. The time spent back at the tavern, making contacts. This stuff was already there, and it continued to be there in the games I've been involved with. </p><p></p><p>Not that RPGs are literary vehicles, but the basic idea of pacing -- of alternating adrenaline with more low-key spots of rising tension or denouement -- is still pretty useful. Not all players are adrenalin junkies who lose interest the moment you have a rest stop. Some prefer the slow build, and pay more attention to the critical climax precisely because it's been properly built up. </p><p></p><p>Personally, I find too much tension to defeat the purpose: if I'm supposed to be on the edge of my seat for four hours, I'm gonna find something else to do. I favor rising and falling action, and the freedom to spend an entire evening on social activities if that's what the players are in the mood for instead of being bound to the constant "go go go" mode. I totally accept that other players are wired differently. And if some of them think that I'm somehow doing my players a disservice for running a game that doesn't suit an adrenalin junkie, though, they're welcome to be completely in the wrong.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 5901455, member: 3820"] Yeah, but not every RPG needs to have life-risking activities [I]all the time[/I]. Not that I think they do, mind. I think of classic D&D games I played back in the day, and the stuff that kept us with this bizarre hobby was the pacing. The rooms in the dungeon that are empty, but contain clues about what's going on. The time spent back at the tavern, making contacts. This stuff was already there, and it continued to be there in the games I've been involved with. Not that RPGs are literary vehicles, but the basic idea of pacing -- of alternating adrenaline with more low-key spots of rising tension or denouement -- is still pretty useful. Not all players are adrenalin junkies who lose interest the moment you have a rest stop. Some prefer the slow build, and pay more attention to the critical climax precisely because it's been properly built up. Personally, I find too much tension to defeat the purpose: if I'm supposed to be on the edge of my seat for four hours, I'm gonna find something else to do. I favor rising and falling action, and the freedom to spend an entire evening on social activities if that's what the players are in the mood for instead of being bound to the constant "go go go" mode. I totally accept that other players are wired differently. And if some of them think that I'm somehow doing my players a disservice for running a game that doesn't suit an adrenalin junkie, though, they're welcome to be completely in the wrong. [/QUOTE]
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