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
*TTRPGs General
Suspense in RPGs
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="Caliburn101" data-source="post: 7467541" data-attributes="member: 6802178"><p>No - they only answer a question you have fabricated by design or mistake as passed off as my position on the issue.</p><p></p><p>What I actually said was that all choice-based mechanics lead to a choice of failure or success - you make it seem as if it has to be ONE HUNDREN PERCENT SUCCESS or ONE HUNDRED PERCENT FAILURE. I emphasise the 100% in text for you there to make it clear where my argument has been fundamentally misrepresented in your post.</p><p></p><p>I never said degrees of success were not possible or not desirable. I did not make such a black and white statement. I would hope that you have made the mistake of thinking that all choices resulting success or failure means that all failures are utterly wretched and all successes are utter triumphs. That is in no way what I said.</p><p></p><p>As for the rest of what you said, including all the examples you gave of degrees of success and narrative consequences, as it was all predicated on your erroneous opening statement they serve no purpose in relation to the argument, except to illustrate my point relevant to the second bolded text section above where you actually agree with me - openly admitting that all the examples are examples of pass or fail - <em>precisely</em> what I was saying all along!</p><p></p><p>So you see, you can state that all choices will be either pass or fail without making these extreme 100% versions of the same. You just did it in your own post!</p><p></p><p>This thread was about suspense in rpgs and as combat is a large part of rpgs, the suspense of not knowing where you will win is a big part of that. None of your examples provide that specific suspense as no surprise is involved. The actor <em>chooses</em> whether they succeed or not and the GM narrates the follow on consequences by <em>choosing</em> them. That's effectively writing a novel as cooperative author's - a form of cooperative storytelling, not roleplaying as it is most widely practiced. Emerikol in his #161 post clarifies that well.</p><p></p><p>I suggest you look at permerton's post #163 quoting Ron Edwards and Eero Tuovinen who speak perfectly eloquently on the shortcomings of what you are talking about in the context of suspense. Do you think that Ron and Eero are somehow telling other people that they are gaming 'wrong', or are they just stating what is very well known already?</p><p></p><p>The vast majority games have randomisation mechanics because the vast majority of players prefer them, and that the alternatives that exist whilst no less valid forms of storytelling entertainment have never, despite various incarnations, been anything other than niche games precisely because they are not the preferred mode of gaming. Likewise, combat is very common in rpgs and narrative combat, or combat with no chance of death (where, as it is so very commonly the <em>point</em> of combat) would be dull, and lacking suspense. That's my opinion, clearly stated, repeatedly, and I am far from the only one to hold it.</p><p></p><p>Just because someone doesn't agree with you doesn't mean they think what you do with your own game is wrong.</p></blockquote><p></p>
[QUOTE="Caliburn101, post: 7467541, member: 6802178"] No - they only answer a question you have fabricated by design or mistake as passed off as my position on the issue. What I actually said was that all choice-based mechanics lead to a choice of failure or success - you make it seem as if it has to be ONE HUNDREN PERCENT SUCCESS or ONE HUNDRED PERCENT FAILURE. I emphasise the 100% in text for you there to make it clear where my argument has been fundamentally misrepresented in your post. I never said degrees of success were not possible or not desirable. I did not make such a black and white statement. I would hope that you have made the mistake of thinking that all choices resulting success or failure means that all failures are utterly wretched and all successes are utter triumphs. That is in no way what I said. As for the rest of what you said, including all the examples you gave of degrees of success and narrative consequences, as it was all predicated on your erroneous opening statement they serve no purpose in relation to the argument, except to illustrate my point relevant to the second bolded text section above where you actually agree with me - openly admitting that all the examples are examples of pass or fail - [I]precisely[/I] what I was saying all along! So you see, you can state that all choices will be either pass or fail without making these extreme 100% versions of the same. You just did it in your own post! This thread was about suspense in rpgs and as combat is a large part of rpgs, the suspense of not knowing where you will win is a big part of that. None of your examples provide that specific suspense as no surprise is involved. The actor [I]chooses[/I] whether they succeed or not and the GM narrates the follow on consequences by [I]choosing[/I] them. That's effectively writing a novel as cooperative author's - a form of cooperative storytelling, not roleplaying as it is most widely practiced. Emerikol in his #161 post clarifies that well. I suggest you look at permerton's post #163 quoting Ron Edwards and Eero Tuovinen who speak perfectly eloquently on the shortcomings of what you are talking about in the context of suspense. Do you think that Ron and Eero are somehow telling other people that they are gaming 'wrong', or are they just stating what is very well known already? The vast majority games have randomisation mechanics because the vast majority of players prefer them, and that the alternatives that exist whilst no less valid forms of storytelling entertainment have never, despite various incarnations, been anything other than niche games precisely because they are not the preferred mode of gaming. Likewise, combat is very common in rpgs and narrative combat, or combat with no chance of death (where, as it is so very commonly the [I]point[/I] of combat) would be dull, and lacking suspense. That's my opinion, clearly stated, repeatedly, and I am far from the only one to hold it. Just because someone doesn't agree with you doesn't mean they think what you do with your own game is wrong. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Suspense in RPGs
Top