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General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="EzekielRaiden" data-source="post: 9780422" data-attributes="member: 6790260"><p>Then I guess my response to that is: I know what I want out of pacing, and I, personally, <strong>cannot</strong> want "constant" pressure in the way you're describing it, where your <em>only</em> outlet is "it's not your turn".</p><p></p><p>I know you've spoken previously about how "color" scenes are extremely important--and that you were not in any way trying to deprecate them, because you enjoy such things too. That's what I'm talking about when I say times without pressure.</p><p></p><p>People love to disparagingly compare TTRPGs they don't like to "supers", but this is a space where I think it's extremely useful to draw a comparison. In most stories, moments of action, of crisis, are where we get to see a person's true character revealed. With superheroes...moments of action and even crisis are their bread and butter. Those moments definitely still do plenty of character development and new revelations etc. But because the moments of quiet are so rare and so difficult to pursue for these characters, those moments are often much, much more revelatory than they normally would have been.</p><p></p><p>"Color" moments aren't incompatible with pressure. But they are incompatible with <em>constant</em> pressure, where the group is <em>always</em> rushing from scene to scene, from battle to battle, never doing anything <em>but</em> resolving the most recent crisis.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9780422, member: 6790260"] Then I guess my response to that is: I know what I want out of pacing, and I, personally, [B]cannot[/B] want "constant" pressure in the way you're describing it, where your [I]only[/I] outlet is "it's not your turn". I know you've spoken previously about how "color" scenes are extremely important--and that you were not in any way trying to deprecate them, because you enjoy such things too. That's what I'm talking about when I say times without pressure. People love to disparagingly compare TTRPGs they don't like to "supers", but this is a space where I think it's extremely useful to draw a comparison. In most stories, moments of action, of crisis, are where we get to see a person's true character revealed. With superheroes...moments of action and even crisis are their bread and butter. Those moments definitely still do plenty of character development and new revelations etc. But because the moments of quiet are so rare and so difficult to pursue for these characters, those moments are often much, much more revelatory than they normally would have been. "Color" moments aren't incompatible with pressure. But they are incompatible with [I]constant[/I] pressure, where the group is [I]always[/I] rushing from scene to scene, from battle to battle, never doing anything [I]but[/I] resolving the most recent crisis. [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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