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
*Dungeons & Dragons
D&D Older Editions
The Best Thing from 4E
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="AbdulAlhazred" data-source="post: 6578797" data-attributes="member: 82106"><p>I haven't personally utilized the technique of 'entire story-arc as an SC' but it is feasible, as you say. Today I might consider approaching it as a key series of 'challenges', but I think it would be more of a plot-arc than a single SC. I would loosely determine what decision points exist and the factors at stake in them, and then compose smaller plots leading up to them and perhaps others that were around them but not tied in directly. Some of those might be extended SCs, but I'm not committing to anything, it requires a lot of thinking about if you're going to make a campaign with a fairly intricate and rapidly evolving plot.</p><p></p><p></p><p>When using an SC to regulate the 'getting there in time' challenge? Yes, in the fiction the PCs must make haste. That would translate to mechanics as well, since failing to ACTUALLY make haste in the fiction would prevent them from mechanically progressing in the SC. There's nothing that prevents the DM from declaring failures either, in this case inaction would be tantamount to failure, and if the players said "Oh, we're going to rest for a week and THEN take on your SC" I'd just move on with the plot, they've failed, the opportunity has passed and we go on to something else. </p><p></p><p>SCs aren't some sort of absolute straightjacket that has to be run through to completion. If a party takes some action that removes the relevancy of the SC or is so amazing that it simply mandates automatic success, etc then so be it. Its like combat, if the party decides to hoof it and retreats, then the battle ends, maybe it transitions directly into a chase or whatever, but there are always potentially multiple exit points from encounters/challenges.</p><p></p><p></p><p>Well, according to you. We will simply have to disagree on that point. I don't understand how using an SC would be related to whether or not 'time bears no consequence' though. I'm really not sure where you are coming from on that. If you are trying to say that an SC cannot impose time pressure then I'd say that is simply an erroneous idea, but I'm not really sure what you ARE saying.</p><p></p><p></p><p>Sure, but there were a mixture of outcomes. The players didn't abandon the central conflict of the story, they simply chose to go about handling it in a way that was very different from what was envisaged. That lead quickly to a situation that was outside of the parameters of the original timeline, and meant that most of its details weren't relevant anymore. </p><p></p><p></p><p>Its not that so much as it is that creating the detailed timeline that is entailed in the theory of 'knowing the consequences of everything' as [MENTION=6775031]Saelorn[/MENTION] has explained it is simply vastly more work than simply driving the tension via the SC mechanics. The players would presumably put the same weight on their various goals, but the SC-based technique is a lot easier to use and from the player's perspective more reliably conveys tension. In the narrative the two should be equivalent in as much as the sequence of events which takes place could be explicated using either a timeline or a list of key events.</p><p></p><p></p><p>Again, there's no 'hyperbole', because this was exactly the sort of question that was raised further up thread. You just made some statements about "oh, the style of our campaign is very slow paced and time isn't measured in a very quantifiable way." That's fine, so maybe you would never tell the story of the party that needed to get to location X before event Y. I don't think that "we just don't do that" would answer the question though. It sounds like maybe you don't need either timelines nor time-pressure-based SCs! That's fine, nobody is telling you what has to go in your game.</p><p></p><p></p><p>I can only state that this question isn't all that interesting to me. If this were a court of law we could argue about 'attempted cheating' etc, but in terms of games? If the DM happened to fudge some fairly trivial thing, lets say he just decided to declare that the hit on the hobgoblin killed it even though the thing still had 50 more hit points to chew through, big deal. If the outcome was a foregone conclusion and nothing interesting is at stake then just move on. Maybe the DM doesn't tell the players he did it, I don't think that's Illusionism, though it certainly is using a technique that could be used in such a way. As with inconsequential cheating on tests, one can ask if its leading to something more significant, but then again there was a benefit to the players (improved pacing). IMHO its better to be up-front about doing these kinds of things since it is more transparent and allows everyone to more clearly see how the game is running.</p><p></p><p> </p><p></p><p>See, we agree, probably on many things, <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6578797, member: 82106"] I haven't personally utilized the technique of 'entire story-arc as an SC' but it is feasible, as you say. Today I might consider approaching it as a key series of 'challenges', but I think it would be more of a plot-arc than a single SC. I would loosely determine what decision points exist and the factors at stake in them, and then compose smaller plots leading up to them and perhaps others that were around them but not tied in directly. Some of those might be extended SCs, but I'm not committing to anything, it requires a lot of thinking about if you're going to make a campaign with a fairly intricate and rapidly evolving plot. When using an SC to regulate the 'getting there in time' challenge? Yes, in the fiction the PCs must make haste. That would translate to mechanics as well, since failing to ACTUALLY make haste in the fiction would prevent them from mechanically progressing in the SC. There's nothing that prevents the DM from declaring failures either, in this case inaction would be tantamount to failure, and if the players said "Oh, we're going to rest for a week and THEN take on your SC" I'd just move on with the plot, they've failed, the opportunity has passed and we go on to something else. SCs aren't some sort of absolute straightjacket that has to be run through to completion. If a party takes some action that removes the relevancy of the SC or is so amazing that it simply mandates automatic success, etc then so be it. Its like combat, if the party decides to hoof it and retreats, then the battle ends, maybe it transitions directly into a chase or whatever, but there are always potentially multiple exit points from encounters/challenges. Well, according to you. We will simply have to disagree on that point. I don't understand how using an SC would be related to whether or not 'time bears no consequence' though. I'm really not sure where you are coming from on that. If you are trying to say that an SC cannot impose time pressure then I'd say that is simply an erroneous idea, but I'm not really sure what you ARE saying. Sure, but there were a mixture of outcomes. The players didn't abandon the central conflict of the story, they simply chose to go about handling it in a way that was very different from what was envisaged. That lead quickly to a situation that was outside of the parameters of the original timeline, and meant that most of its details weren't relevant anymore. Its not that so much as it is that creating the detailed timeline that is entailed in the theory of 'knowing the consequences of everything' as [MENTION=6775031]Saelorn[/MENTION] has explained it is simply vastly more work than simply driving the tension via the SC mechanics. The players would presumably put the same weight on their various goals, but the SC-based technique is a lot easier to use and from the player's perspective more reliably conveys tension. In the narrative the two should be equivalent in as much as the sequence of events which takes place could be explicated using either a timeline or a list of key events. Again, there's no 'hyperbole', because this was exactly the sort of question that was raised further up thread. You just made some statements about "oh, the style of our campaign is very slow paced and time isn't measured in a very quantifiable way." That's fine, so maybe you would never tell the story of the party that needed to get to location X before event Y. I don't think that "we just don't do that" would answer the question though. It sounds like maybe you don't need either timelines nor time-pressure-based SCs! That's fine, nobody is telling you what has to go in your game. I can only state that this question isn't all that interesting to me. If this were a court of law we could argue about 'attempted cheating' etc, but in terms of games? If the DM happened to fudge some fairly trivial thing, lets say he just decided to declare that the hit on the hobgoblin killed it even though the thing still had 50 more hit points to chew through, big deal. If the outcome was a foregone conclusion and nothing interesting is at stake then just move on. Maybe the DM doesn't tell the players he did it, I don't think that's Illusionism, though it certainly is using a technique that could be used in such a way. As with inconsequential cheating on tests, one can ask if its leading to something more significant, but then again there was a benefit to the players (improved pacing). IMHO its better to be up-front about doing these kinds of things since it is more transparent and allows everyone to more clearly see how the game is running. See, we agree, probably on many things, ;) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
The Best Thing from 4E
Top