Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Players, DMs and Save or Die
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="MoogleEmpMog" data-source="post: 3850676" data-attributes="member: 22882"><p>You know, I'm not sure I've ever seen the word "verisimilitude" used in a gaming context without it referencing everything I dislike in an RPG.</p><p></p><p>The trend continues here.</p><p></p><p>If every boss fight plays out the same way because there's only one mechanic for removing participants from an encounter, that's the fault of the encounter design, not the game design. Somehow, despite pretty much every major boss being immune to status effects, Final Fantasy Tactics managed to make each one a unique fight interesting unto itself, with a lot fewer variables to play around with than D&D.</p><p></p><p>Again, if module writers and individual GMs need multiple mechanics for participant elimination, that's an encounter design issue, not a game design one. The solution is better encounters in published modules (IH-like Zones go a LONG way toward this) and better advice and examples for GMs who want to design their own - not anticlimactic game mechanics.</p><p></p><p></p><p></p><p>And the final fight between Neo and Agent Smith in the original Matrix is good because it's AWESOME. The final fight between Vader and Luke in Return of the Jedi is good because it's AWESOME. The final fight between Cloud and Sephiroth in Advent Children is good because it's AWESOME. I'd rather bring the awesome every boss fight I can than every once in a while bring the surprise.</p><p></p><p>Besides, I can bring the surprise without mechanical support - if I want a surprise, I can make a "boss" who, despite having an important role in the campaign, is an incompetent fighter. When the PCs finally pierce his webs of deception and get to him, expecting a climactic encounter - they roll over him instead. And it's cool, because they'll get the climaxes elsewhere and this is one where they can look back at the trail of destruction this boss allegedly wrought and see how he fooled them.</p><p></p><p>Then when they DO encounter a climactic encounter, it can bring the awesome as needed.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3850676, member: 22882"] You know, I'm not sure I've ever seen the word "verisimilitude" used in a gaming context without it referencing everything I dislike in an RPG. The trend continues here. If every boss fight plays out the same way because there's only one mechanic for removing participants from an encounter, that's the fault of the encounter design, not the game design. Somehow, despite pretty much every major boss being immune to status effects, Final Fantasy Tactics managed to make each one a unique fight interesting unto itself, with a lot fewer variables to play around with than D&D. Again, if module writers and individual GMs need multiple mechanics for participant elimination, that's an encounter design issue, not a game design one. The solution is better encounters in published modules (IH-like Zones go a LONG way toward this) and better advice and examples for GMs who want to design their own - not anticlimactic game mechanics. And the final fight between Neo and Agent Smith in the original Matrix is good because it's AWESOME. The final fight between Vader and Luke in Return of the Jedi is good because it's AWESOME. The final fight between Cloud and Sephiroth in Advent Children is good because it's AWESOME. I'd rather bring the awesome every boss fight I can than every once in a while bring the surprise. Besides, I can bring the surprise without mechanical support - if I want a surprise, I can make a "boss" who, despite having an important role in the campaign, is an incompetent fighter. When the PCs finally pierce his webs of deception and get to him, expecting a climactic encounter - they roll over him instead. And it's cool, because they'll get the climaxes elsewhere and this is one where they can look back at the trail of destruction this boss allegedly wrought and see how he fooled them. Then when they DO encounter a climactic encounter, it can bring the awesome as needed. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Players, DMs and Save or Die
Top