EzekielRaiden
Follower of the Way
Ask and ye shall receive.Out of curiosity can someone point me to "the other thread"?
Ask and ye shall receive.Out of curiosity can someone point me to "the other thread"?
I've often been surprised by how much more scared or concerned my players are in a given fight than I think they should be from my position behind the screen. Dramatic descriptions, lack of knowledge about stat blocks, and paranoia can definitely magnify a lot of threats in players' minds.That's always bugged the heck out of me in gaming. I saw it all the time when I used to watch Critical Role. They would act convincingly threatened whenever combat ensued, even though in a lot of cases there was just no real chance of failure, and the players had to know it. It felt disingenuous to me.
Personally I’d argue this point that other media doesn’t have random encounter ‘filler’ combats, just that in the alternate mediums it’s less recognised as a random encounter.Couldn't agree with this more. IMO random, filler combats in any game are boring and narrative-breaking—we don't like that stuff in movies, shows, or books, why would we want that in a game?
See, I think you'd be hard-pressed to come up with a specific, actual example of those other kinds of narratives having completely plot-irrelevant encounters like that. We sometimes imagine they work like that, in the abstract, but movies tend to be very tightly constructed (sometimes maybe too much so) and despite their length, most novels aren't just a string of unrelated incidents. Fights, when they happen in most narratives, have some purpose. Maybe the payoff isn't immediate, but they at least establish certain characters or plot threads.Personally I’d argue this point that other media doesn’t have random encounter ‘filler’ combats, just that in the alternate mediums it’s less recognised as a random encounter.
Take this scenario: the heroes are being chased across the country by a mysterious organisation that wants them dead, they run into a pack of wolves in the woods and have to fight them off, and they do, but those wolves had no connection to the actual plot of the organisation they were just a random encounter, or a detective gets into a brawl with a couple of backalley pickpockets or a gang, that’s just a modern day reskin of the classic bandit encounter on the roads, but the only difference is that because it’s all being told in retrospect and set in writing/video it doesn’t seem half as ‘random’, if you novelised a campaign with random encounters afterwards you could all make it seem like an overarching narrative.
"When in doubt, have a man come through the door with a gun in his hand."
-Raymond Chandler on writing pulp fiction