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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="Manbearcat" data-source="post: 8021364" data-attributes="member: 6696971"><p>I absolutely 100 % agree. But I'm not sure that I agree in the exact way that you intended it, so maybe you can confirm either way.</p><p></p><p>Unforeseen consequences as an outgrowth of action resolution is one of the beating hearts of keeping conflicts dynamic and interesting. Here are all the moving parts:</p><p></p><p>1) The consequences (presuming failure here) needs to address what the thematic stakes were about in the conflict. Do you recall a long, long time ago when we (I'm almost certain you were involved in that conversation) my 4e play excerpt where the PCs were on horseback sprinting across the badlands trying to get to the forest to lose the army of bad guys on their tail (after they just stole an idol from their temple to bring back to the forest's Shaman to lift a curse)? They failed a navigation check (it was Nature if I recall) and it was the 2nd failure of their Skill Challenge to "escape the pursuit by making it to the forest." I navigated them getting lost and cresting a rise and narrowly stopping their horses before falling into a large gorge (with the forest in view on the other side).</p><p></p><p>Do you recall this?</p><p></p><p>"Unforeseen consequences" that set them back in their goal and created a new obstacle to overcome (as the scene's conflict mechanics said things were still in the balance).</p><p></p><p>2) Unforeseen should mean <strong>all </strong>participants. The more the GM contrives to preconceive a outcomes, the following happens:</p><p></p><p>a) The GM's <em>precious, </em>prepared material will have a tendency to limit the dynamism of play. There is situational context and ebb and flow and momentum and player intent that will emerge during play that will not be regarded in the GM's preconception of events before play ever began.</p><p></p><p>b) The GM won't get to "play to find out."</p><p></p><p>c) The game will be increasingly apt to be seduced toward GM Force in any singular moment of play and possibly have a tendency toward erecting a railroad for the long haul.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8021364, member: 6696971"] I absolutely 100 % agree. But I'm not sure that I agree in the exact way that you intended it, so maybe you can confirm either way. Unforeseen consequences as an outgrowth of action resolution is one of the beating hearts of keeping conflicts dynamic and interesting. Here are all the moving parts: 1) The consequences (presuming failure here) needs to address what the thematic stakes were about in the conflict. Do you recall a long, long time ago when we (I'm almost certain you were involved in that conversation) my 4e play excerpt where the PCs were on horseback sprinting across the badlands trying to get to the forest to lose the army of bad guys on their tail (after they just stole an idol from their temple to bring back to the forest's Shaman to lift a curse)? They failed a navigation check (it was Nature if I recall) and it was the 2nd failure of their Skill Challenge to "escape the pursuit by making it to the forest." I navigated them getting lost and cresting a rise and narrowly stopping their horses before falling into a large gorge (with the forest in view on the other side). Do you recall this? "Unforeseen consequences" that set them back in their goal and created a new obstacle to overcome (as the scene's conflict mechanics said things were still in the balance). 2) Unforeseen should mean [B]all [/B]participants. The more the GM contrives to preconceive a outcomes, the following happens: a) The GM's [I]precious, [/I]prepared material will have a tendency to limit the dynamism of play. There is situational context and ebb and flow and momentum and player intent that will emerge during play that will not be regarded in the GM's preconception of events before play ever began. b) The GM won't get to "play to find out." c) The game will be increasingly apt to be seduced toward GM Force in any singular moment of play and possibly have a tendency toward erecting a railroad for the long haul. [/QUOTE]
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