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
Worlds of Design: Games vs. Novels - Part 2
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="Neonchameleon" data-source="post: 8309122" data-attributes="member: 87792"><p>I'm curious as to which games you look at. Because the games I find inherently create excellent stories are ones like Apocalypse World, Leverage, and Blades in the Dark where a key driver is that things don't go smooth, the most likely result is success-with-consequences. To <a href="http://storyfirstmedia.com/storytelling-tip-the-principle-of-buts-and-therefores/" target="_blank">quote Trey Parker</a> (one of the makers of Southpark): </p><p></p><p style="margin-left: 20px">“[I call it] the rule of replacing “ands” with either “buts” or “therefores.” And so it’s always like: This happens <em>and then</em> this happens <em>and then</em> this happens. Whenever I can go back in the writing and change that to: This happens, <em>therefore</em> this happens, <em>but</em>this happened; whenever you can replace your “ands” with “buts” or “therefores,” it makes for better writing.”</p><p></p><p>A D&D skill check is very much "and" storytelling. "He started to climb the wall [roll] and he made it to the top/and he didn't make it and had to find another way." Meanwhile the all important success-with-consequences rolls (7-9 in AW, 4-5 in Blades, 1s in your dice pool in Leverage/Marvel Heroic Roleplaying) have consequences built in "He climbed the wall but he found he was right over the head of the guardsman". And even on a failed move you do something more interesting than just have to try again. Even "But it was the wrong wall and lead him to the barracks" is a perfectly good hard move which is much much more interesting than a failure that simply leads to either trying again or finding another route.</p><p></p><p>The other key aspect in storytelling I find is <a href="http://improblog.mrpetermore.com/2013/09/reincorporation.html" target="_blank">reincorporation</a> - that is bringing what has come before back into the story. An excellent example of this was the final fight of Wandavision. [Spoiler]Agatha had earlier told and demonstrated to Wanda that within a space "Only the witch who controls the runes can cast her spells and within Agatha's runes Wanda was helpless. In the final fight Wanda was seemingly trying to blast Agatha, which Agatha was absorbing - and some of Wanda's shots were going wide. This was a bluff and Wanda was instead using the shots that "missed" to put runes on the walls of The Hex, rendering Agatha helpless because Wanda controlled those runes.[/spoiler] It would have been an utterly non-sensical fight if it wasn't a direct callback. But what does this have to do with success-with-consequences rolls? Any time you have an open ended roll and especially one with consequences rather than a simple pass-fail you have an opportunity to reincorporate and are frequently inspired to do so. So there is far more reincorporation, making events matter more and the world denser.</p><p></p><p>I therefore find success-with-consequences systems to produce much denser and more interesting stories, far more tightly centered on the PCs. And to take <em>everything</em> sideways - as opposed to a dungeon exploration where I've pre-written the dungeon. As GM I'm not the one storytelling - we all are and the system in these games is tightening everything.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8309122, member: 87792"] I'm curious as to which games you look at. Because the games I find inherently create excellent stories are ones like Apocalypse World, Leverage, and Blades in the Dark where a key driver is that things don't go smooth, the most likely result is success-with-consequences. To [URL='http://storyfirstmedia.com/storytelling-tip-the-principle-of-buts-and-therefores/']quote Trey Parker[/URL] (one of the makers of Southpark): [INDENT]“[I call it] the rule of replacing “ands” with either “buts” or “therefores.” And so it’s always like: This happens [I]and then[/I] this happens [I]and then[/I] this happens. Whenever I can go back in the writing and change that to: This happens, [I]therefore[/I] this happens, [I]but[/I]this happened; whenever you can replace your “ands” with “buts” or “therefores,” it makes for better writing.”[/INDENT] A D&D skill check is very much "and" storytelling. "He started to climb the wall [roll] and he made it to the top/and he didn't make it and had to find another way." Meanwhile the all important success-with-consequences rolls (7-9 in AW, 4-5 in Blades, 1s in your dice pool in Leverage/Marvel Heroic Roleplaying) have consequences built in "He climbed the wall but he found he was right over the head of the guardsman". And even on a failed move you do something more interesting than just have to try again. Even "But it was the wrong wall and lead him to the barracks" is a perfectly good hard move which is much much more interesting than a failure that simply leads to either trying again or finding another route. The other key aspect in storytelling I find is [URL='http://improblog.mrpetermore.com/2013/09/reincorporation.html']reincorporation[/URL] - that is bringing what has come before back into the story. An excellent example of this was the final fight of Wandavision. [Spoiler]Agatha had earlier told and demonstrated to Wanda that within a space "Only the witch who controls the runes can cast her spells and within Agatha's runes Wanda was helpless. In the final fight Wanda was seemingly trying to blast Agatha, which Agatha was absorbing - and some of Wanda's shots were going wide. This was a bluff and Wanda was instead using the shots that "missed" to put runes on the walls of The Hex, rendering Agatha helpless because Wanda controlled those runes.[/spoiler] It would have been an utterly non-sensical fight if it wasn't a direct callback. But what does this have to do with success-with-consequences rolls? Any time you have an open ended roll and especially one with consequences rather than a simple pass-fail you have an opportunity to reincorporate and are frequently inspired to do so. So there is far more reincorporation, making events matter more and the world denser. I therefore find success-with-consequences systems to produce much denser and more interesting stories, far more tightly centered on the PCs. And to take [I]everything[/I] sideways - as opposed to a dungeon exploration where I've pre-written the dungeon. As GM I'm not the one storytelling - we all are and the system in these games is tightening everything. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: Games vs. Novels - Part 2
Top