Yaaay, I'm a useful person!
Some follow-up!
Mudstrum_Ridcully said:
Now it's "just" a matter of application this principle.
That's going to be a little more system-dependent. A lot of DMs do this kind of automatically, though.
For instance, last weekend I was DMing a 4e combat and it had reached the point where the players knew they would win if they just kept hacking. I was fighting them with a team of soldier-type enemies that could basically mark them. I used this to lure one or two of them away from the rest, and then spring a trap on those two during the Climax. The trap drove walls between the members of the party.
So it went sort of: "Hi, there are bad guys here, we must fight them (intro). We fight them, but we have the edge (tension), they should be mopped up quickly. ON NO! SUDDEN TRAP! SPLIT PARTY! EVERYONE'S BONED! (Climax)"
4e's way of using traps makes this kind of easy to do. But you can pretty much do things like this no matter the system.
Rules that are built around it will take better advantage of it, though. FFZ milks it for a lot of Attack/Defense flipping, so that the combatants won't always be on the aggressive.
Exploder Wizard said:
The characters are living in the world where these conflicts take place and they (and thier opponents) are trying to resolve these conflicts in thier favor to the best of thier ability.
The dramatic tension build up in a roleplaying game is awesome when it happens naturally. Engineering play specifically to achieve this effect changes the whole play experience.
This is pretty true, but, IMO, it makes the game
more fun. If you're going for a stricter simulation, you're probably OK with a few unsatisfying combats because, well, that's the way the world works, buddy!

In the Real World, combat doesn't really follow this arc very well, that's for sure.
I've got no real qualms in changing the play experience to get my blood and my players' blood pumping a little faster, myself.
Harr said:
Also, I think this kind of thing could/should be applied to pretty much all major encounters, even non-combat ones like exploration, investigation and 'social' stuff.
Final Fantasy Zero uses this structure as the guiding force in almost friggin'
everything. In encounters, about encounters, through campaigns...the "one year episodic structure" of the game is built around doing this over and over again as ways to raise the stakes until you finally confront your One-Winged Angel at the end. FFZ is unabashedly narrative, though.
Harr said:
This is really one of those things that is intuitive and that one as DM does without thinking without being aware of it, when you're on top of your game and doing everything awesomely, but you never recognize it until someone points it out to you. And then you can apply it all the time, not just whenever the inspiration strikes you.
That's why I couldn't just squat on it with FFZ.

If this thread helps some ENWorld DMs become more aware of the structure and to make their games better by hewing to it, that'll be awesome.
Exploder Wizard said:
So its all good to decide that the dragon is smart and knows how use its lair to confound attackers if they intrude, but a careful and perceptive party may be able to counter such tactics before they become a factor.
Thus, the buldup of tension and the climax depend on the the actions of the PC's and not so much on the plans of the DM.
Depending on how flexible you want to be, you can weave that into it. If the PC's easily protect themselves, then the dragon has ONE MORE trick up it's sleeve! If the PC's manage to kill the dragon quickly, then there was an EVEN BIGGER dragon lurking behind it. What would become kind of an unsatisfying "climax" becomes instead part of the tension. The climax is something else.
The idea is to constantly build up the tension until it reaches a WAHOO point. If the intended climactic combat wound up being a flop, chuck a bigger one at them!
Harr said:
Maybe what's needed is a more general approach, simply to keep in mind that stuff should be starting out, building up, going crazy and coming to a close in general, and decide what's what during the actual game. I've directed combats and quests where we definitely got stuck in 'building up' phase where a clear directive of "ok make stuff go crazy now" would have made all the difference. Maybe it just comes down to pure DMing experience (which I don't have much of).
The more familiar you are with your players the easier this is, because the better you can predict them. But the general approach is kind of universal. Save the big guns for the later rounds, use the small and middle-sized guns at first.
mmadsen said:
People often cite the simplicity of hit points, but this is the real strength, I believe, that they accidentally provide rising tension.
Indeed. It's so effective to see the worry start to appear when players approach that "one of us is going to fall down" point.
mmadsen said:
I think save-or-die effects are fine for most characters in the game, just not for dramatically important characters, like the PCs and their arch-enemies. (I've said before that I like the idea of replacing hit points with outright plot-protection points, usable for boosting saves and AC, not just for taking damage, to address this.)
One way of addressing the lack of tension of save-or-die effects is to build in some kind of foreshadowing. This can come from clever DMing or from straightforward mechanics. For instance, a spell that summons something that takes a few turns to reach the hero and devour his soul has built-in rising tension. Rolling once and saying, "you die" doesn't.
That's pretty true. Just like I wouldn't bother using this structure in D&D combats that are just about whittling away your HP, save-or-die works fine in that context. If save-or-die effects took 5 rounds to cast (and then still did damage if they didn't outright kill you) the tension would still be there.
