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<blockquote data-quote="pemerton" data-source="post: 8573179" data-attributes="member: 42582"><p>There are (at least) two aspects to this.</p><p></p><p>One is purely mechanical - does the resolution system of the game create an opportunity for the escape to happen? In Classic Traveller, the answer is "yes" - if the character moves out of the last range band for "very long" range then they have escaped the encounter. In Prince Valiant, the answer can also be "yes" - the last time I did this it was opposed Riding vs Riding to see if the PC could ride down the fleeing NPC (the player's roll beat mine, and so the answer was "yes").</p><p></p><p>The other is about expectations/practices around how dramatic events are established - are twists and setbacks going to be scripted in advance (which is what [USER=6785785]@hawkeyefan[/USER] and [USER=6877472]@James Gasik[/USER] have experienced)? Or do we rely on the resolution system to throw them up? At least since the DL modules, a mainstream approach to D&D adventure prep has assumed the first answer. As [USER=6785785]@hawkeyefan[/USER] has noted, there are RPGs that deliberately set out to ensure that the second answer can be provided reliably and effectively. I think he has in mind Apocalypse World, Blades in the Dark and games that those have influenced; RPGs I think of in the same general ballpark are AW and its offshoots, Burning Wheel, HeroWars/Quest, and my PbtA-ish approach to Classic Traveller.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8573179, member: 42582"] There are (at least) two aspects to this. One is purely mechanical - does the resolution system of the game create an opportunity for the escape to happen? In Classic Traveller, the answer is "yes" - if the character moves out of the last range band for "very long" range then they have escaped the encounter. In Prince Valiant, the answer can also be "yes" - the last time I did this it was opposed Riding vs Riding to see if the PC could ride down the fleeing NPC (the player's roll beat mine, and so the answer was "yes"). The other is about expectations/practices around how dramatic events are established - are twists and setbacks going to be scripted in advance (which is what [USER=6785785]@hawkeyefan[/USER] and [USER=6877472]@James Gasik[/USER] have experienced)? Or do we rely on the resolution system to throw them up? At least since the DL modules, a mainstream approach to D&D adventure prep has assumed the first answer. As [USER=6785785]@hawkeyefan[/USER] has noted, there are RPGs that deliberately set out to ensure that the second answer can be provided reliably and effectively. I think he has in mind Apocalypse World, Blades in the Dark and games that those have influenced; RPGs I think of in the same general ballpark are AW and its offshoots, Burning Wheel, HeroWars/Quest, and my PbtA-ish approach to Classic Traveller. [/QUOTE]
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