Lanefan
Victoria Rules
Unfortunately, I don't think the latter part of that can be designed. The entertainment piece has to come from the people at the table, and will or won't do so pretty much regardless of the system design.What if we designed a game such that those two motives lead to the same outcomes? Designed it so that trying to keep your character alive (while, I assume, accomplishing their goals) is entertaining the audience--namely, the other players and the GM.
Agreed.For your group, I certainly believe that. But conversely, if that were to be consistently the outcome, I'm fairly sure even your group would grow bored with it.
Again agreed. I'm not after anticlimax all the time; I just want it to be able to happen, just like I want the opposite - flee for your lives and leave the fallen where they lie - to also be able to happen.Other groups have a lower tolerance for anticlimax. Indeed, I would say most players appreciate anticlimax as a sometimes food, in part because its presence is evidence that their choices really do matter and that they can (in a limited, local sense) "win" when they believe they shouldn't have. (And, likewise, being forced to retreat--which is something I support being included in a game's design, believe it or not!--is good because, again, it can show that their choices matter in the other direction, and that they can "lose" when they believe they shouldn't have.)
D&D design (in 4e and 5e anyway) has been trending away from both these extremes in pursuit of the middle, which also gets boring after a while.
Three for three on agreement - hell must be getting cold!The great majority of folks generally want decent-to-good pacing and satisfying conclusions. Anticlimax as a sometimes food can be a satisfying conclusion. Having it as a staple leaves a bad taste. And that, right there, is also a fact of life--and one no quantity of rules or design or style will ever alter.
Not in the moment, no. In hindsight, sure, the game logs will end up telling a story of some sort. In the moment, though, I don't want to have to even think about that meta-side of it as a player and prefer to pay, at most, wave-in-the-distance attention to it as DM.You don't see the experience of play as resembling the experience of cinema or story.
The main problem I've found with "satisfying conclusions" is that it can be hard to get rolling again after one occurs. Things tend to stall, which isn't a good thing for an ongoing campaign. There's ways to mitigate this, but it can take a lot of trial, error, and recognition to figure out what they are and how to implement them without using too big a hammer.That's fair. Unfortunately for you, most people do see at least some similarity between those experiences, and as a result, they want certain components, like pacing, rising and falling action, satisfying conclusions, and a perceptible (but not necessarily obvious) "arc" or "direction" for how things went.