02-13-2011, 03:07 PM | #41 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Creating Tension in a session.
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I know that there are people who enjoy fiction where the narrative structure is entirely foreordained and there is no question that the heroes will triumph, only how they will go about it. I have even enjoyed such fiction myself. Some of it is so well written that my pleasure springs from the use of language as a form of art, whether in dialogue or description. Some of it has compelling characters and complex interpersonal interactions that aren't foreordained. Some is visually appealing. In general, though, it is unlikely that a roleplaying game can achieve entertainment value based on these factors. It won't ever be visually appealing, because it is not a visual medium, and as for the beauty of language or even clever dialogue, even if the GM and players were all world-class writers, they'd still be working under a time-pressure that would reduce them to far inferior dialogue and scene descriptions than what they would manage if they had weeks or months to script each scene. I suppose it is possible that the characters will be compelling and their interplay fascinating, but when I meet a group of roleplayers who can act better than professional actors while they write better than professional actors, all in real time, I'll become a talent agent and sign them all on right then and there. I know they'd make me richer than Croesus. So for me, at least, if the story in a roleplaying game is to retain an element of interest and the game itself not to degenerate into something that barely keeps my eyes from closing, it can't be predictable. The intellectual challenge of trying to make sense of contradictory information presented to the characters and then using it to accomplish their goals. The uncertainty of not knowing how things will end. The knowledge that the players' choices do matter, because there is no script. These things are important to me because they are things that roleplaying games do better than other media. Some examples: Roleplaying a mystery adventure can be more fun than reading a mystery novel, even if the latter if better written. In a book, you know that no matter what you do, the mystery will be solved. The intellectual challenge of trying to solve it before the detective is spoilt by not being able to control the direction of the investigation or what information to go after. Roleplaying a horror scenario can be more tense, more horrifying and more exhilirating than watching it on screen, even if the movie is vastly more tightly plotted and visually appealing. The tension is improved by the knowledge that your choices make a difference. If you know that this difference is to some extent an illusion, that spoils things. If I know that while driving fast in the rainy night with no lights might sound dangerous, but my character will not crash because it won't be dramatically appropriate, the choice to be made between rushing because your friend was screaming over the phone or slowing down because you might die if you don't loses a lot of its poignancy. A lot of the investment is gone, because you are not making a real choice. The tradeoff doesn't exist, because you are safe no matter which course you choose. If you drive fast, you won't crash because the story hasn't finished. And if you slow down, you won't be too late, because the other PC won't die either. If the risks of the game world are only simulated risks, it makes the game world feel less real and less vivid. All fiction depends in part on suspension of disbelief, but that doesn't mean that the creator of a work of fiction can arrogantly refuse to pay any mind to sustaining that state of mind, claiming that if people want to enjoy his work, it is their job to suspend their disbelief. In truth, it is the author's job to make it as easy as possible for the consumers of his fiction to immerse themselves in the work, to forget that it is make-belief and to vicariously experience the emotions of the characters with which they identify. The element of risk, real risk, is a powerful aid.
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Za uspiekh nashevo beznadiozhnovo diela! |
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02-13-2011, 04:51 PM | #42 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Creating Tension in a session.
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When you asked about "creating tension" I took it for granted that you meant player tension—because I don't consider character tension to be real tension at all. It's just someone roleplaying a person who's tense. Part of this is that I believe that people who are playing a part don't make the same kind of choices. This isn't even a matter of conscious calculation; it's a shift of emotional balance. If you know that nothing you do will ever get your character killed unless you have specifically asked to have them die, then you will not have the same hesitation to send them into danger; your subconscious will not be reminding you, "I could lose Fred on this mission!" And conversely, if you do send Fred into "danger," you won't have the sense of real threat. You won't play Fred as someone who knows he's in danger, because your subconscious won't be looking for every possible threat and making them real to you. A story I read years ago has a sorcerer showing someone a sharp sword and saying "I use this for ritual purposes as a symbol of a sharp sword." He also had a dull sword, which he needed as a symbol of a dull sword. Bill Stoddard |
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02-14-2011, 01:03 AM | #43 |
Join Date: Jan 2011
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Re: Creating Tension in a session.
I find the thought that you need to hang a real stick over the player's heads to get them "into the action" rather sad. It makes roleplaying as an act of make-believe, pure applied imagination, seem rather pointless. I mean, do you apply that to other aspects of the game? Do I really need to fall in love to play a convincing lovestory? Do I really have to hate to make my epic rivalry with the villain seem real? No. I'm "just playing a person who loves or hates". So what's different about fear of danger?
Roleplaying, in itself, can have an emotional impact. If you deny that, then of course, you will need to up the game in order to take something away from the table. But then I really pity you, because you apparently never felt the emotional impact of seeing your character become real before your eyes as you play him or her. It's Aristotle's catharsis, just better, because you're not just watching, because the feedback is more direct. So, in trying to feel what my character feels, I get emotionally involved. Stirring an actual player emotion about, rather than within, the game feels like a cheap trick to me. I'm not saying that the player is supposed to do all the work here. The GM needs to supply him with a world that feels real. But he also needs to make the player feel safe. A player who knows that the game won't touch him any more than he is willing to let it, is less reserved about letting his feelings become those of his character. When you go for a certain level of immersion, you need to give the player some control. Finally, not every game needs or can have that level of involvement. But by taking the tension to the metagame you're building an additional barrier, because it's hard to feel your character's tension if you're busy with your own. |
02-14-2011, 01:21 AM | #44 | |
Join Date: May 2005
Location: Oz
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Re: Creating Tension in a session.
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Decay is inherent in all composite things. Nod head. Get treat. |
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02-14-2011, 03:57 AM | #45 |
Join Date: Jan 2011
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Re: Creating Tension in a session.
Good point. Best I've heard so far. So, you would hold that there is no tension in movies or other stories, if the audience doesn't think that the characters will come to serious harm? Then how do TV series ever build tension? After all, we know that the heroes will come back for another episode, and won't end up maimed, imprisoned or defeated by the forces of evil. Does that preclude tension? I found some shows quite tense, without ever fearing for the characters. Or is failing to achieve their goals enough? Because in that case, tension in roleplaying games is fairly easy to build. Even I, soft as I may be on my characters, do not guarantee them success. But I wouldn't yet classify that as "real risk" or "credible danger".
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02-14-2011, 04:10 AM | #46 | |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: Creating Tension in a session.
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Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
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02-14-2011, 06:09 AM | #47 | |||
Join Date: May 2008
Location: CA
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Re: Creating Tension in a session.
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02-14-2011, 06:39 AM | #48 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Creating Tension in a session.
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Though I would also note that I like Joss Whedon's television series precisely because he doesn't have that safety net. Witness the deaths of Jenny in season 2, Joyce in season 5, and Tara in season 6 of Buffy. The lack of that sense of edge makes most action/adventure television comparatively boring to me. But I would also suggest to you that "you did not gain X" and "you lost Y" are very different propositions psychologically. The emotional impact is not the same. Indeed, some of the most compelling situations dramatically are the ones where you have to choose between the two: Where you can gain your goal, but only at the price of losing something you value. Bill Stoddard |
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02-14-2011, 07:54 AM | #49 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Creating Tension in a session.
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You argue as if I were saying that the only way to get any tension in a game were to expose the characters to real danger, and as if I were proposing to rely on that as the sole narrative device. Neither is remotely true. What I have proposed is, first, that an occasional actual death or loss can contribute to an ongoing sense of potential irreversible impairment to characters; and, second, that evoking that sense is one of a GM's narrative tools. Nowhere have I said that it is the only such tool, or that it should be used all the time. As I quoted once before, "Just because I say I like sea bathing, I don't mean I want to be pickled in brine." I would add that there are players who like irreversible character loss, dramatically. I remember my martial arts campaign, where at the end of one scenario, one of the players said, "Bad Leg and Addicted to Laudanum? Sweet!" It's a popular rhetorical device to paint your opponents as advocating the most extreme and unmitigated version of their position, while taking any position that contains any element of yours as agreeing with you. Indeed, it's so often used that it has a traditional name: "straw man argument." The other thing that I'd say is that players being tense over the prospect of character death, injury, or loss is effective precisely and only because the players do identify with their characters in the way you are suggesting is only a property of your style of gaming. If my players did not identify with their characters, but regarded them only as counters on the table . . . if they thought, "Oh, well, I can just roll up another" . . . then putting their characters in danger would be completely ineffective as a source of dramatic tension. Finally, I find it ironic that you write, "It's Aristotle's catharsis, just better, because you're not just watching, because the feedback is more direct." Do you remember what Aristotle was writing about when he discussed katharsis? Tragedy! Classical Athenian tragedy, with people putting their eyes out, or being buried alive, or being torn limb from limb by crazed cultists! Aeschylus', Euripides', and Sophocles' audiences had no guarantee that the characters on stage would still be alive at the end of the play; there was a very good chance that they wouldn't. It seems that by your argument that "it's hard to feel your character's tension if you're busy with your own" the classical drama would have been utterly ineffective at providing katharsis and needed to be turned into classic adventure serials where the hero would always get out of the trap at the start of the next episode. Bill Stoddard |
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02-14-2011, 07:57 AM | #50 | |||
Join Date: Jan 2011
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Re: Creating Tension in a session.
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@Langy: I am not the one who needs to read my posts again. The players never lose. It's the characters who do - which can be a success for the players, if they're in on it and going along. I'm at a loss to understand why so many people equate one with the other, particularly since I have emphatically stressed the differences. As for the second part, I was interested in Bill's perspective, whereas you quoted Brett. |
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game mastering, gm advice |
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