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You're doing what? Surprising the DM

Celebrim said:
Why must this be about you being 'a bad player' - something I have never said and which is part of your continuing gross misstatements of anything I've ever said

So, repeated shots about my maturity, telling me to stick to video games and various other ad hominems you've been peppering your posts with were posted by some other Celebrim?

Sorry, but, you don't get to brush off the question.

You brought up the example of crossing the desert on an elemental. You brought up extra details like playing your musical instrument and the expectation that there would be things going on in the desert.

So, how do you react to the following:

Fake Celebrim (as in someone I'm creating out of my own head, not any claim on the veracity of the real Celebrim :D) : I summon an elemental to carry me across the desert and..
Fake DM: You arrive at your destination after ... two days of travel.
Fake Celebrim: But, I never finished what I was saying.
Fake DM: It's okay. You arrive. Let's move on.

You're going to be perfectly okay with that DM? You would have no complaints? That's a great DM for you?

Because, for me, that's a FANTASTIC DM. Cut to the chase and skip all the fiddly details that don't matter. That's the DM I want to play with. But, judging from what you've said, I'm going to go out on a limb and guess that this would not be high on your list of great DM's.
 

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Just to add Celebrim, considering I brought up this exact point some pages ago, and you agreed with me, I am a little confused about your position.

Celebrim said:
Hussar said:
After all, if we reverse the situation, Celebrim would be just as disappointed as I was. If presented with a "crossing the wasteland" scenario, Celebrim summons his giant centipede to ride across the desert, and I, as DM, say, "OK, three days later you arrive at the city", he's going to be pretty disappointed. After all, he derives a great deal of enjoyment from engaging with the setting, using the skills of the characters and other elements.

All things which, for me, I do not enjoy.
That's pretty much the size of it. It wouldn't take pulling that many times before I'd politely indicate that, unfortunately, real world commitments of some sort prevent me from continuing with the campaign. If "spend more time with family" can be a good cover story for cabinet members, I figure it can work for bored players as well. But tell me, what do you enjoy? How do you make the sort of table social contract you are describing here work?

From Post 86.
 

See, I look at it like this.

If, in the crossing the desert scene, I had simply whipped out a scroll of Teleport and teleported to the other side of the desert, Celebrim and the rest of you would have zero issues. None. No complaints at all. So, I look at the summoning a mount things as pretty much exactly the same thing. There is no functional difference between a scroll of Teleport and redlining travel.

I don't think summoning a centipede mount says exactly the same thing at all. Your initial post said you wanted to get there Fremen style (presumably you're inspired by riding on a giant sandworm) and that's without getting at your implied meaning that casters get to surprise GMs but presumably martial characters do not. But that just tells me how you want to travel, not that you want to not have to play out the travel at all. And that method of travel suggests its own complications - and pretty amusing and dangerous ones at that considering its probably an entirely new method of travel for the PCs. To say that you did mean the exact same thing as teleport is a pretty substantial shifting of the goal posts.


Throughout this thread, my position has been taken to ridiculous levels. Skipping 6 years of school to battle Voldemort? Why would I do that? That would spoil my fun.

Take a step back here. Isn't that what you've been doing to Celebrim all along here? I'm seeing a lot of the pot calling the kettle black and digging deeper into a position that you probably don't even mean. You keep saying you wanted to opt out of a scene and you would want the DM to make the desert matter if he thinks it should matter, yet you seem to be constantly (at least in this thread) second-guessing or denying any suggestion or hypotheticals making those scenes meaningful whether it's the desert crossing or the hiring of NPCs. Is it any wonder your position gets over simplified? You've already performed the self-caracature.
 
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Fake Celebrim (as in someone I'm creating out of my own head, not any claim on the veracity of the real Celebrim :D) : I summon an elemental to carry me across the desert and..
Fake DM: You arrive at your destination after ... two days of travel.
Fake Celebrim: But, I never finished what I was saying.
Fake DM: It's okay. You arrive. Let's move on.

You're going to be perfectly okay with that DM? You would have no complaints? That's a great DM for you?

Because, for me, that's a FANTASTIC DM. Cut to the chase and skip all the fiddly details that don't matter. That's the DM I want to play with. But, judging from what you've said, I'm going to go out on a limb and guess that this would not be high on your list of great DM's.

A great DM doesn't listen to you or even allow you to finish your sentences? See what I mean by self-caracature? How are we supposed to not oversimplify your position when you're doing it to yourself? I question whether you'd find a DM doing that to you very good.
 
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Read your post 91 then. Are you contridicting yourself?

I think we have both agreed that there is a difference between knowing the scenario is about crossing the wasteland and not having this perception. In post 86, my disappointment was based on the feeling that I'd 'won' too easily.

And as for your post 251, the very that this is post 251 and we aren't getting anywhere is probably the most important point, but my only real problem with that DM is that you've narrated him as rude and I'd be wondering what I did to offend him. At the time I cast the spell, I had no idea whether we were going to have encounters in the desert so if he'd said, "you arrive at your destination" that was - as I said - perfectly ok too.
 

I think a quick look at MHRP's "When to Roll the Dice" section might be illuminating for capturing Hussar's and Celebrim's various table styles and creative agendas:

Courtesy of MHRP Operations Manual OM06

"Don't roll the dice when..."

1 - The outcome isn't an interesting part of the story.
2 - There's no risk, challenge, or threat involved.
3 - The only outcome of either success or failure is that nothing happens.
4 - There's nothing or nobody to stop your hero from doing something.
5 - The situation is outside your hero's ability to change.

I think we're seeing a lot of Hussar saying 1 and 3; nothing fun, interesting or relevant to the story at hand is at stake by accounting for the time of playing out the days of travel across the desert.

Celebrim is countering with the stipulation that 4 and 2 are not true; there is risk, challenge, threat as there is (or may be) something in the way of the PCs during their desert trek (maybe environmental hazards or KoS Bedouins, monsters, ruins, etc). Further, Celebrim doesn't appear to agree with Hussar on 3. Something does indeed happen and it may carry forward an impact on 1 or change it in some way; thus create an interesting part of the story.

Hussar then disagrees with him that 3 can be true because he is interested in the current rising climax of 1...not any developments that may arise from a desert trek. So, "yeah something happens...its just not relevant, fun, nor part of the rising climax of 1 that I'm interested in...and if you have to make there be a threat/risk then it is incoherent with the focus of the story and just there to ablate resources...not interested."

And back and forth.

There is room for both games. It just depends on how much emphasis your table agenda puts on each relevant portion of "Don't roll the dice".

Basically the two should not be at the same table together and that should be readily apparent. You should be able to easily communicate that during an intereview or, that notwithstanding, the first session will probably hash out what candid dialogue could not.
 

The point is that there was something in which Hussar knew he was interested - City B - and the GM is putting something in the way.

Oh, curses. You know, my players have a great interest in treasure and magical items, but gosh darn, lousy GM that I am I keep putting things in their way all the time. I'm sure they could acquire more gold and magic items if I just took all the dang obstacles out of the game.

Yup. I can certainly see the PC's wanting to get through the desert as quickly as possible so they can get on with their goals at the city. It does not follow that the players can derive no entertainment from the challenges on the way to the city. Many great characters, in games and in source material, would rather live much more boring lives than the players or the readers/viewers would prefer. What was the goal in the city? To beat the Big Bad? Does that mean any obstacle between us and the endgame battle should be skipped over? Perhaps to locate the Holy Maguffin? So anything between us and holding the Holy Maguffin in our hands should be handwaved? Hussar has stated repeatedly he wanted to avoid the desert because it would bore him, but I've yet to see where that certainty there is nothing to hold the players' interest in that desert.
 

A great DM doesn't listen to you or even allow you to finish your sentences? See what I mean by self-caracature? How are we supposed to not oversimplify your position when you're doing it to yourself? I question whether you'd find a DM doing that to you very good.

I would absolutely ADORE this DM. That's being 100% honest. Someone who skips over the minutia to get to the point? Fan-freaking-taastic. That's my ideal DM. That it's not yours is perfectly fine. Which brings us to Manbearcat

I think a quick look at MHRP's "When to Roll the Dice" section might be illuminating for capturing Hussar's and Celebrim's various table styles and creative agendas:
Courtesy of MHRP Operations Manual OM06

"Don't roll the dice when..."

1 - The outcome isn't an interesting part of the story.
2 - There's no risk, challenge, or threat involved.
3 - The only outcome of either success or failure is that nothing happens.
4 - There's nothing or nobody to stop your hero from doing something.
5 - The situation is outside your hero's ability to change.​



I think we're seeing a lot of Hussar saying 1 and 3; nothing fun, interesting or relevant to the story at hand is at stake by accounting for the time of playing out the days of travel across the desert.

Celebrim is countering with the stipulation that 4 and 2 are not true; there is risk, challenge, threat as there is (or may be) something in the way of the PCs during their desert trek (maybe environmental hazards or KoS Bedouins, monsters, ruins, etc). Further, Celebrim doesn't appear to agree with Hussar on 3. Something does indeed happen and it may carry forward an impact on 1 or change it in some way; thus create an interesting part of the story.

Hussar then disagrees with him that 3 can be true because he is interested in the current rising climax of 1...not any developments that may arise from a desert trek. So, "yeah something happens...its just not relevant, fun, nor part of the rising climax of 1 that I'm interested in...and if you have to make there be a threat/risk then it is incoherent with the focus of the story and just there to ablate resources...not interested."

And back and forth.

There is room for both games. It just depends on how much emphasis your table agenda puts on each relevant portion of "Don't roll the dice".

Basically the two should not be at the same table together and that should be readily apparent. You should be able to easily communicate that during an intereview or, that notwithstanding, the first session will probably hash out what candid dialogue could not.

Totally agree with this and you're saying it much better than I am. Thank you for making both positions so clear.

Yup. I can certainly see the PC's wanting to get through the desert as quickly as possible so they can get on with their goals at the city. It does not follow that the players can derive no entertainment from the challenges on the way to the city. Many great characters, in games and in source material, would rather live much more boring lives than the players or the readers/viewers would prefer. What was the goal in the city? To beat the Big Bad? Does that mean any obstacle between us and the endgame battle should be skipped over? Perhaps to locate the Holy Maguffin? So anything between us and holding the Holy Maguffin in our hands should be handwaved? Hussar has stated repeatedly he wanted to avoid the desert because it would bore him, but I've yet to see where that certainty there is nothing to hold the players' interest in that desert.

Again, I'm not saying that this will be true every time. Sometimes trekking across the desert might be perfectly fine. However, since there was absolutely nothing to make the desert meaningful to us beforehand, thus we had no real reason to interact with the desert, my point is, just skip it. As Manbearcat puts it rather well:

"yeah something happens...its just not relevant, fun, nor part of the rising climax of 1 that I'm interested in...and if you have to make there be a threat/risk then it is incoherent with the focus of the story and just there to ablate resources...not interested."​

Like I've always maintained throughout this thread, it's not a case of one way being better than another. It's all about personal preferences. I want a much, MUCH higher pace game than I think I would get at Celebrim's table. I know that I want a much higher paced game than I got at either the Crossing the Desert or Grell tables, which is why I excused myself from both tables some time after these particular events.

I also know that my current group hits the pacing just about right. We had a recent spate of really dragging pacing, but, that's gotten somewhat self-corrected. And, really, the entire group was feeling that one by the end. It happens. No harm no foul.

But in a goal oriented game, my advice is to get to the goals. In an exploration game? Fine, spend all the time you want on every scene and lavish on the details. But, in a more plotsy, goal oriented game? Full throttle and damn the torpedoes!
 

I would absolutely ADORE this DM. That's being 100% honest.

I wish you luck with your quest. Personally, I think it's going to be hard to find a DM with all the traits you are looking for. He cares so little for player input that he doesn't even wait to let them finish speaking, yet he's also so sensitive to player wants that he's willing to let them direct the course of his game? That's going to be a toughy.

I want a much, MUCH higher pace game than I think I would get at Celebrim's table. I know that I want a much higher paced game than I got at either the Crossing the Desert or Grell tables, which is why I excused myself from both tables some time after these particular events.

This is the answer to the question I have been posing right since the beginning of this discussion: "What was in the city that made you so anxious to get there." And the answer is evidently, "Nothing." Jumping to the city didn't end up making for the most awesome game of all time. No stories are going to be told among friends with pleasure about what happened there 10 or 20 years after they occurred. There was nothing at the destination. Killing the Grell didn't make the game thrilling and wonderful. One scene followed another. And then, that was that.

But in a goal oriented game, my advice is to get to the goals. In an exploration game? Fine, spend all the time you want on every scene and lavish on the details. But, in a more plotsy, goal oriented game? Full throttle and damn the torpedoes!

I don't really know how to respond to this except that it doesn't work in the movies; it doesn't work in books; it doesn't work in video games; and I've never seen it work in a PnP RPGs either. The problem with the advice 'cut to what's important', is that it makes for utterly soulless stories. There is so much more to a story than simply jumping from plot point to plot point. If you try to do that as an author, you end up with a story that loses much of its emotional impact. I grant you that RPGs do have one critical advantage in this regard over other literary mediums, and that is that the audience (the players) is often or at least can be invested in the characters right from the start, so there is less necessity to establish that.

Earlier, you criticized me for how I had framed the scene at the beginning of my campaign saying that I had just painted color and not established a scenario. I hadn't jumped to the 'Bang' properly. I had wasted time instead of cutting to what was important and fun. My pacing, you would seem to argue, was too slow.

I suppose your argument for the perfect pacing, would have been jumping to this scene:

The wave impacts the cities sea wall with a might crash that sends water perhaps 60’ into the air. The wave itself crashes onto the street in a hill of churning foam higher than the head of a giant. A few small boats, some containing terrified sailors crown it. Several large ships are picked up and slammed down again as if they were toys in the hands of an angry child. They shatter and come apart with a deceptive slowness before exploding. Great stone blocks at least 4’ across are blasted out of the sea wall and hurled like catapult stones across the broad harbor way.

And then shouted, "Ok, GO!"

But when is the last time you saw a disaster movie that started with the height of the disaster in the first frame? Or, when is the last time you saw a romance that began with both protagonists on screen and interacting at the same time? Or, a horror movie that began with us seeing the monster as it was killing someone in the first frame? Even Jaws spends almost full minute establishing that scene (and doesn't show us the monster).

One of the most important aspects of story telling is the concept of rising and falling action. The idea is that human experience has interia. It takes time to get it moving. If you want to reach a great height, you have to build up to it. This is why the novel is usually so much more effective and has generally been so much more popular than a short story, and perhaps why really good short stories are so much harder to craft.

Think about the opening of 'Up' which was amazingly elegant in its story telling. The purpose of all of that was to get the audience to really care for the characters, and that amount of time is just about the minimum time you can take to reach that goal.

I was watching 'Dragonslayer' last night, and thinking about why that movie - for all it gets right - doesn't really work. It's clearly trying to be the Fantasy Star Wars, but it never had nearly the success, and its really despite its reasonably fast pacing just.... dull. Boring. The reason I came to is it doesn't do what 'A New Hope' does so successfully, and that's get the audience to care about its characters by give the audience time to learn why the characters are worth caring about. All four major characters - Leia, Darth Vader, Luke, and Han - all get establishing scenes that make them interesting and make the audience care what. Leia is wise cracking, fearless, and warrior like. We know that by how she kills the Storm Trooper and her defiance of Darth Vader. Vader is ruthless and menacing. Luke is young, a bit whiny, imperfect, filled with youth's a desire for adventure and trying to escape from the well meaning confinement of his guardians. Han is shady, cocky, dangerous and sauve. He shoots first, and then apologizes to the bartender for the mess he's leaving. Even though the pacing through this part of the movie is very slow, we aren't bored by it. And when major plot points occur, like the death of Lars and Beru we know enough to understand that and place it. Indeed, arguably this movie suffers from too rushed of a pacing that leads to some incoherence later on (for example, the relationship to Biggs Darklighter still remains tragicly on the cutting room floor). But in Dragonslayer we cut right to the action. We are given no reason at all to care for the protagonists, who both recieve no introduction before the story begins in earnest. Two characters die in the first 10 minutes, and we don't really have any reason to care about either of them even though we are being asked by the scenes to do so. It renders both deaths mere plot points that advance the story. We don't have a reason to care for anyone in the story. The first character that really draws some attention to herself emotionally is the Princess, who is a minor character only met halfway into the movie.

We go about six episodes before the first major plot reveal that ratchet's up the tension in Avatar: The Last Airbender. We are probably 5-10 minutes of play, dialogue, cut scenes, and establishing shots into Mass Effect before we actually hit anything like a plot point. But those arent' mistakes. There are reasons for that.

Yes, it is possible to be too glacial in your pacing. I've complained in the past about 'rowboat worlds' where the players are expected to make or find stories but given no resources to do it. I had problems in the past with my pacing in adventures where I spent too much time establishing mundane things about the setting while all while sitting on my hands about the awesome things I had planned. I had a campaign fail after a half dozen sessions that everyone seemed to enjoy and which was highly influential on the groups play, I think mainly because I sat too long on my reveals and players basically voted for other games. Later I outlined my reveals to one of the players and they were like, "That would have been awesome." Yes, it would have been, but I didn't hook you early enough. You do have to grab players attention and whet their appetites for more right from the start. But if all you do is jump to 'the awesome' you'll end up with at best one of those b rate summer blockbusters filled with CGI eye candy but which nonetheless falls flat. There is value to drawing out your reveal. It's why so many movies wait until nearly the last scene to make the biggest reveals and use their biggest twist. All mystery stories depend on it. A story depends on the unrevealed hidden information. If you reveal it at the beginning, the audience has almost no reason to care about the information you gave them much less the remaining story.

I think I'm starting to get a grasp on how to do this in an RPG well (finally).

But consider the example 'module' for Burning Wheel. I don't know, I imagine for some new groups this was a lot of fun. I'm looking at the text though, and I'm finding I have a hard time caring about who gets the sword and even less (because of my rebellious nature) because the story teller tells you that that is what this scene is about. Now maybe if I struggled to get to the treasure, and then found it was indivisible, maybe I'd have an emotional investment in who gets it. But - and keep in mind how much I like to argue - I can't work up any passion over a sword that is just handed to me with a character that this is my first scene playing. My first instinct would be to suggest to the group we dice for it. If that didn't work, then you want it? Ok, you keep it. Dibs on the next item of value. So, what's next? There is no build up. There is no chance for me to become emotionally invested in 'winning' or in my character. I don't think that works. It sure doesn't sell me on the gameplay your game is offering.

I think it is quite the reverse. You want a successful 'plotsy' goal-oriented character driven game, spend some time building up your drama. You just want exploration based 'classic' D&D, go light on the scene building and cut right to what the characters care about - killing things and taking their stuff.
 

I wish you luck with your quest. Personally, I think it's going to be hard to find a DM with all the traits you are looking for. He cares so little for player input that he doesn't even wait to let them finish speaking, yet he's also so sensitive to player wants that he's willing to let them direct the course of his game? That's going to be a toughy.

Well, I've found it, so it wasn't that tough.


This is the answer to the question I have been posing right since the beginning of this discussion: "What was in the city that made you so anxious to get there." And the answer is evidently, "Nothing." Jumping to the city didn't end up making for the most awesome game of all time. No stories are going to be told among friends with pleasure about what happened there 10 or 20 years after they occurred. There was nothing at the destination. Killing the Grell didn't make the game thrilling and wonderful. One scene followed another. And then, that was that.

Since in both examples I brought up, I had to slog through scenes I didn't want to and explicitly said that it was this slog that drained all the enjoyment out of things for me, I'm not really sure what to say here. We didn't jump to the end city. We didn't go straight to the Grell (and I KNOW I said that - talking about spending time hiring hirelings and whatnot).

Instead, we spent a significant amount of time on elements that I had no interest in. And thus, it sucked out all the fun.

I don't really know how to respond to this except that it doesn't work in the movies; it doesn't work in books; it doesn't work in video games; and I've never seen it work in a PnP RPGs either. The problem with the advice 'cut to what's important', is that it makes for utterly soulless stories. There is so much more to a story than simply jumping from plot point to plot point. If you try to do that as an author, you end up with a story that loses much of its emotional impact. I grant you that RPGs do have one critical advantage in this regard over other literary mediums, and that is that the audience (the players) is often or at least can be invested in the characters right from the start, so there is less necessity to establish that.

Earlier, you criticized me for how I had framed the scene at the beginning of my campaign saying that I had just painted color and not established a scenario. I hadn't jumped to the 'Bang' properly. I had wasted time instead of cutting to what was important and fun. My pacing, you would seem to argue, was too slow.

I suppose your argument for the perfect pacing, would have been jumping to this scene:



And then shouted, "Ok, GO!"

But when is the last time you saw a disaster movie that started with the height of the disaster in the first frame? Or, when is the last time you saw a romance that began with both protagonists on screen and interacting at the same time? Or, a horror movie that began with us seeing the monster as it was killing someone in the first frame? Even Jaws spends almost full minute establishing that scene (and doesn't show us the monster).

One of the most important aspects of story telling is the concept of rising and falling action. The idea is that human experience has interia. It takes time to get it moving. If you want to reach a great height, you have to build up to it. This is why the novel is usually so much more effective and has generally been so much more popular than a short story, and perhaps why really good short stories are so much harder to craft.

Think about the opening of 'Up' which was amazingly elegant in its story telling. The purpose of all of that was to get the audience to really care for the characters, and that amount of time is just about the minimum time you can take to reach that goal.

I was watching 'Dragonslayer' last night, and thinking about why that movie - for all it gets right - doesn't really work. It's clearly trying to be the Fantasy Star Wars, but it never had nearly the success, and its really despite its reasonably fast pacing just.... dull. Boring. The reason I came to is it doesn't do what 'A New Hope' does so successfully, and that's get the audience to care about its characters by give the audience time to learn why the characters are worth caring about. All four major characters - Leia, Darth Vader, Luke, and Han - all get establishing scenes that make them interesting and make the audience care what. Leia is wise cracking, fearless, and warrior like. We know that by how she kills the Storm Trooper and her defiance of Darth Vader. Vader is ruthless and menacing. Luke is young, a bit whiny, imperfect, filled with youth's a desire for adventure and trying to escape from the well meaning confinement of his guardians. Han is shady, cocky, dangerous and sauve. He shoots first, and then apologizes to the bartender for the mess he's leaving. Even though the pacing through this part of the movie is very slow, we aren't bored by it. And when major plot points occur, like the death of Lars and Beru we know enough to understand that and place it. Indeed, arguably this movie suffers from too rushed of a pacing that leads to some incoherence later on (for example, the relationship to Biggs Darklighter still remains tragicly on the cutting room floor). But in Dragonslayer we cut right to the action. We are given no reason at all to care for the protagonists, who both recieve no introduction before the story begins in earnest. Two characters die in the first 10 minutes, and we don't really have any reason to care about either of them even though we are being asked by the scenes to do so. It renders both deaths mere plot points that advance the story. We don't have a reason to care for anyone in the story. The first character that really draws some attention to herself emotionally is the Princess, who is a minor character only met halfway into the movie.

Um, Star Wars starts with a fight. Ships exploding, people dying and whatnot. We get the next scene of the droids landing on Tantooine and guess what? We don't spend any time on them trekking through the desert. We go pretty much straight to the Jawas and getting picked up.

You can criticise Star Wars for a lot of stuff, but, lack of pacing? But, then, you feel that even Star Wars is too fast. To me, Star Wars is just about right. It's high paced from the outset and doesn't really let up a whole lot for most of it.

What we really don't have is a fifteen minute scene of the droids slogging through the desert, trying to keep sand out of their moving parts, suffering from exposure to heat and whatnot and having terrain crop up that forces them to go in a different direction.

What we don't have is a fifteen minute scene dickering with Han Solo about hiring the Millenium Falcon. It's about two minutes of back and forth between Han and Obi Wan. The rest of the scene is either action (cutting off the guy's arm) or Greedo (another action scene).

We go about six episodes before the first major plot reveal that ratchet's up the tension in Avatar: The Last Airbender. We are probably 5-10 minutes of play, dialogue, cut scenes, and establishing shots into Mass Effect before we actually hit anything like a plot point. But those arent' mistakes. There are reasons for that.

To be honest, I've never seen it. But, for my taste, if I have to go that long before a major plot reveal, I'd quit watching the show after the second episode.

Yes, it is possible to be too glacial in your pacing. I've complained in the past about 'rowboat worlds' where the players are expected to make or find stories but given no resources to do it. I had problems in the past with my pacing in adventures where I spent too much time establishing mundane things about the setting while all while sitting on my hands about the awesome things I had planned. I had a campaign fail after a half dozen sessions that everyone seemed to enjoy and which was highly influential on the groups play, I think mainly because I sat too long on my reveals and players basically voted for other games. Later I outlined my reveals to one of the players and they were like, "That would have been awesome." Yes, it would have been, but I didn't hook you early enough. You do have to grab players attention and whet their appetites for more right from the start. But if all you do is jump to 'the awesome' you'll end up with at best one of those b rate summer blockbusters filled with CGI eye candy but which nonetheless falls flat. There is value to drawing out your reveal. It's why so many movies wait until nearly the last scene to make the biggest reveals and use their biggest twist. All mystery stories depend on it. A story depends on the unrevealed hidden information. If you reveal it at the beginning, the audience has almost no reason to care about the information you gave them much less the remaining story.

I think I'm starting to get a grasp on how to do this in an RPG well (finally).

But consider the example 'module' for Burning Wheel. I don't know, I imagine for some new groups this was a lot of fun. I'm looking at the text though, and I'm finding I have a hard time caring about who gets the sword and even less (because of my rebellious nature) because the story teller tells you that that is what this scene is about. Now maybe if I struggled to get to the treasure, and then found it was indivisible, maybe I'd have an emotional investment in who gets it. But - and keep in mind how much I like to argue - I can't work up any passion over a sword that is just handed to me with a character that this is my first scene playing. My first instinct would be to suggest to the group we dice for it. If that didn't work, then you want it? Ok, you keep it. Dibs on the next item of value. So, what's next? There is no build up. There is no chance for me to become emotionally invested in 'winning' or in my character. I don't think that works. It sure doesn't sell me on the gameplay your game is offering.

I think it is quite the reverse. You want a successful 'plotsy' goal-oriented character driven game, spend some time building up your drama. You just want exploration based 'classic' D&D, go light on the scene building and cut right to what the characters care about - killing things and taking their stuff.

And, thus, the difference in tastes. :D
 

Into the Woods

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