Theory of Games
Storied Gamist
IF player engagement is the goal of tournament design, why were so many of the tournament modules so lethal for PC parties? It's because they were meant to be challenging for the players. Narrative tension is a literary tool that has nothing to do with game design. Some of the very best, most enjoyed D&D modules have little or no literary tension. Any one who's played the older modules knows this and also understands that sudden death was just part of the game.No, that's a bit of a canard. The goal of a tournament design in player enagement. It makes sense to ratchet up tension before killing anyone off. KIlling someon off 5 minutes in accomplishes none of the goals of the design. That's not to say that someone couldn't die 5 minutes in, of course they could (and should). All I'm saying is that specifically lethal encounters in the first five minutes are crap design, which, generally, they are. Exceptions are possible, of cousre, but I'm talking about in general.
I'd also add that including literary devices like tension and PC story arcs and foreshadowing into ttrpg adventures only lessens the gameplay experience by forcing players to interact with elements that have nothing to do with the game itself. Those literary elements are, at their core, for telling stories
