If you look at most "action-oriented" stories, the premise is generally that some big bad attacks the good guys, and wins each battle, the heroes perhaps managing at best some small vestige of complete defeat, until the end.
But maintaining a plot line like this is hard, because there is a fair amount of railroading necessary. But the alternative can also get unsatisfying over time, as the heroes roll over the opposition. No good plot ever survives the efforts of some dedicated players :) The last is utterly correct - but the rest is why there is a conflict resolution mechanic. Dice
( ... )
Well, remember, I said, "Part of the problem here is trying to figure out what makes a good story, as opposed to what makes good play." "Stories" are written--the ultimate in railroading. When it's done rather obviously, the answer to "why did that character do X?" is "Because the plot demanded it." But you know, sometimes that's OK too
( ... )
Thus, I accept an element of railroading, as long as it takes my input and runs with it. It's when railroading becomes the previously mentioned "beat my head against a brick or rice-paper wall" that it becomes unfun.
As a GM, what I like to say is that, during a plot, my job is to set parameters and conseqences
( ... )
Reply
This part:
If you look at most "action-oriented" stories, the premise is generally that some big bad attacks the good guys, and wins each battle, the heroes perhaps managing at best some small vestige of complete defeat, until the end.
But maintaining a plot line like this is hard, because there is a fair amount of railroading necessary. But the alternative can also get unsatisfying over time, as the heroes roll over the opposition. No good plot ever survives the efforts of some dedicated players :)
The last is utterly correct - but the rest is why there is a conflict resolution mechanic. Dice ( ... )
Reply
Reply
Reply
Thus, I accept an element of railroading, as long as it takes my input and runs with it. It's when railroading becomes the previously mentioned "beat my head against a brick or rice-paper wall" that it becomes unfun.
As a GM, what I like to say is that, during a plot, my job is to set parameters and conseqences ( ... )
Reply
Leave a comment