Another week, another session. We finished the first story arc. None of
us really know if the problem was solved or not, but as it seems, we won't tackle
laughing books anymore. They came back in time and defeated the villains before
the problems really begun, winning the "fight" against them before
most of the books left the library. So it is a win.
But you know, winning wasn't the goal in the first place. I mean, maybe
some of them wanted to succeed, but I'm not even sure of that. Looking at their
favorite scenes' list from the arc, most of them are major plot points, or
catalysts for major plot points. No challenge that they've overcame found its
way to the list.
So what did we look for? My money is on story possibilities. And because
of that, it is no surprise that the "success with a twist" idea is so
powerful. The idea is quite simple- when the players roll a failure, they can
sometimes still succeed, but it will not be a complete success, because
something bad is gonna happen alongside the success.
It's not a new invention by me, but I must say that again and again I'm
surprised by the possibilities it presents for me. And most of the times, they
are the ones who describe/create the bad happening. They are the ones who bring
their doom to join hands with their successes. And I think that this is the
reason that this idea is so powerful: because they bring to themselves the bad
events that hurt they're the most. And this crates the drama that we're all
looking for.
When a group isn't looking to win, but to enjoy creating together a nice
little (or not so little) story, it is only fitting that they will look to
increase the drama level in the game. And if they can do it through successes
also, it is only better. Especially if it lets them escape complete failures
when it doesn't fit dramatically, I suppose.
So yeah, this is one of the tools that I use to increase the drama. How about
you? What do you use?
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