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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
RPGing and imagination: a fundamental point
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="pemerton" data-source="post: 9228986" data-attributes="member: 42582"><p>There are other techniques than this.</p><p></p><p><em>Actively revealing the town in play</em> is one. A related one is managing framing. Vincent Baker discusses some aspects of this on pp 76-77 of DitV:</p><p></p><p style="margin-left: 20px">As GM, you get to help establish stakes. If your player says “what’s at stake is this” you can say “no, I don’t dig that, how about what’s at stake is this instead?” Not only can you, you should. This is an important duty you have as GM and you shouldn’t abdicate it.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">As GM, you should push for small stakes. It’s natural for the players to set stakes big. “Do we get the whole truth from her about everything that’s going on? Do we convince him to give up his sinnin’ ways and do right forever after? Do we undo all the harm the cult has done?” You as GM have to engage with them and wrestle them down. You should be saying, “no, how about do you win her trust about some small matter? Do you give him a moment’s pause? Do you make this one person breathe easier, right now?” It’s out of creative tension between their big stakes and your small stakes that the right stakes are born.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">What you’re after is two things: follow-up conflicts and givable conflicts.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Since you want good follow-up conflicts, the right stakes can go either way without creating a dead end or a dull patch. Pushing stakes smaller will tend to make them less make-or-break.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Givable conflicts - that’s the trick. The right stakes will make it so that escalating, taking a blow and giving are all roughly equal. Set the stakes too large and Escalating is always worth it. Set them small enough and Giving vs. Escalating becomes a real question, as does Giving vs. Taking a bad Blow.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Conflicts always end with a Give. It doesn’t have to be because one side has used every single last die. It can be as soon as one side sees which way the wind’s blowing - but that won’t happen if the stakes are too grandiose.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9228986, member: 42582"] There are other techniques than this. [I]Actively revealing the town in play[/I] is one. A related one is managing framing. Vincent Baker discusses some aspects of this on pp 76-77 of DitV: [indent]As GM, you get to help establish stakes. If your player says “what’s at stake is this” you can say “no, I don’t dig that, how about what’s at stake is this instead?” Not only can you, you should. This is an important duty you have as GM and you shouldn’t abdicate it. As GM, you should push for small stakes. It’s natural for the players to set stakes big. “Do we get the whole truth from her about everything that’s going on? Do we convince him to give up his sinnin’ ways and do right forever after? Do we undo all the harm the cult has done?” You as GM have to engage with them and wrestle them down. You should be saying, “no, how about do you win her trust about some small matter? Do you give him a moment’s pause? Do you make this one person breathe easier, right now?” It’s out of creative tension between their big stakes and your small stakes that the right stakes are born. What you’re after is two things: follow-up conflicts and givable conflicts. Since you want good follow-up conflicts, the right stakes can go either way without creating a dead end or a dull patch. Pushing stakes smaller will tend to make them less make-or-break. Givable conflicts - that’s the trick. The right stakes will make it so that escalating, taking a blow and giving are all roughly equal. Set the stakes too large and Escalating is always worth it. Set them small enough and Giving vs. Escalating becomes a real question, as does Giving vs. Taking a bad Blow. Conflicts always end with a Give. It doesn’t have to be because one side has used every single last die. It can be as soon as one side sees which way the wind’s blowing - but that won’t happen if the stakes are too grandiose.[/indent] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
RPGing and imagination: a fundamental point
Top