Tuesday, July 26, 2022

Saying the Quiet Part Loud

Previously: Fail States and the Two DMs Inside You

Previous entries in this series of posts argue against fudging, and in favor of embracing “undesirable” outcomes, like character death in games that prominently features fantastic combat and violent danger.

But in the interest of intellectual humility and embracing other views, I have tried to outline ways that fudge advocates could pursue their bliss as best as possible. My narrative intervention idea is one such suggestion for a way of altering a result that is superior to secretly fudging the dice. 

Let’s take it a step further. Say that it’s clear from the outset that your table absolutely wants to play a fantasy adventure game, but absolutely never wants a TPK. Most tables like this seem to rely on an unspoken, assumed rule that the DM subverts the normal operation of the game to prevent that undesired fail state. The DM will provide the illusion of challenging scenarios, but pulls the strings to ensure that the PCs never face a worst-case scenario.


Saying the Quiet Part Loud


But why dissemble like this? Just say the quiet part loud. Agree at session zero that there will be no TPKs. Or any other outcome the group agrees they don’t want, just as the table would do with content they don’t want to appear in-game.

Offer a pre-prepared mechanic that works as follows. If some condition is met – for example, a majority of the characters are unconscious or dying or incapacitated – combat ends. The scene is now resolved as a luck roll, or a skill challenge, or ask-the-fates, or some more open-ended series of actions and resolutions. The characters will likely face setbacks and complications. Some will be separated, captured, or perhaps even killed (with the possibility of resurrection). But a TPK is simply not among the possible outcomes.

I don’t know if I myself would run this kind of game. I would first encourage the table to try another game, with lower stakes and different fail states. Or encourage them to embrace the dramatic payoffs of a game with no guard rails. But I would still find "saying the quiet part loud" much preferable to traditional fudging.

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