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[Opinion] I Don't Like Fortune-In-The-Middle
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<blockquote data-quote="I'm A Banana" data-source="post: 5993147" data-attributes="member: 2067"><p>There's a few considerations that make it more palatable in Fiasco.</p><p></p><ol> <li data-xf-list-type="ol"> It's designed for one-shot play, not extended campaigns. Thus, the fallout from a particular decision point is limited to that night, while the fallout from some decision point in an ongoing D&D campaign might have ramifications weeks or months later.</li> <li data-xf-list-type="ol"> Fiasco's genre is cinematic narrative, in which there are only two outcomes, and each one is ultimate (ie: the story is over after the resolution is reached): the protagonist succeeds or the protagonist fails (hence the two colors of dice), in that night's show. In D&D, with nested narratives and rotating characters and permadeath and changing dynamics over time, the nature of the outcome for your character must be more often positive than not (or else you die forever). </li> <li data-xf-list-type="ol"> While you know the end of the scene when the color of the die is revealed, you can reveal that die at any point in the scene, linking it to the actual events that occur at the table. Thus, the reveal often functions as a cue to "wrap it up," with a possibility to wrap it up one way or another depending on how the scene played before that point. Thus, the effect does not seem as disconnected from the cause. If someone shows a black die, there's a reason they do that, based on the way the scene is playing out.</li> <li data-xf-list-type="ol"> Since Fiasco has a hard end point, you're constantly working toward that, from the start (again, very cinematic-narrative!). It's linear. You know Point A or Point B. D&D is more...fractal...than that, at least in the way I play it. You only know Point A, and there's a lot of different directions you can go, building off each turn you take. </li> <li data-xf-list-type="ol"> Failure is part of the fun in Fiasco, so getting black dice aren't something to be avoided. Rather, the motive is to pursue one extreme. </li> </ol><p></p><p>Fiasco is an awesome game, but it is under very different considerations in how it is played than D&D is. I wouldn't want to play an extended D&D campaign where I was so powerless to affect my own destiny as a player, or looking forward to when the dragon TPK'd us all. The genre and goals of the games are quite distinct.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5993147, member: 2067"] There's a few considerations that make it more palatable in Fiasco. [LIST=1] [*] It's designed for one-shot play, not extended campaigns. Thus, the fallout from a particular decision point is limited to that night, while the fallout from some decision point in an ongoing D&D campaign might have ramifications weeks or months later. [*] Fiasco's genre is cinematic narrative, in which there are only two outcomes, and each one is ultimate (ie: the story is over after the resolution is reached): the protagonist succeeds or the protagonist fails (hence the two colors of dice), in that night's show. In D&D, with nested narratives and rotating characters and permadeath and changing dynamics over time, the nature of the outcome for your character must be more often positive than not (or else you die forever). [*] While you know the end of the scene when the color of the die is revealed, you can reveal that die at any point in the scene, linking it to the actual events that occur at the table. Thus, the reveal often functions as a cue to "wrap it up," with a possibility to wrap it up one way or another depending on how the scene played before that point. Thus, the effect does not seem as disconnected from the cause. If someone shows a black die, there's a reason they do that, based on the way the scene is playing out. [*] Since Fiasco has a hard end point, you're constantly working toward that, from the start (again, very cinematic-narrative!). It's linear. You know Point A or Point B. D&D is more...fractal...than that, at least in the way I play it. You only know Point A, and there's a lot of different directions you can go, building off each turn you take. [*] Failure is part of the fun in Fiasco, so getting black dice aren't something to be avoided. Rather, the motive is to pursue one extreme. [/LIST] Fiasco is an awesome game, but it is under very different considerations in how it is played than D&D is. I wouldn't want to play an extended D&D campaign where I was so powerless to affect my own destiny as a player, or looking forward to when the dragon TPK'd us all. The genre and goals of the games are quite distinct. [/QUOTE]
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