Winning in the end is not mandatory. I know, I know, in most fantasy
stories, actually in most stories regardless of genre, the protagonists win. They
win and save the world, get the princes and princesses and get so much treasure
that they can just retire and even their grandchildren will be filthy rich. They
always win in fantasy.
But it is not mandatory. It is not mandatory to win in the end and neither
it is mandatory to win in the middle. Loses makes the story change direction,
makes it fuller and richer, gives place to a huge set of emotions that we don't
normally see in our games.
Losing can also change and rewind the game. If the PCs always win,
there's no challenge, there's no need for playing. If they will always win, it
doesn't really matter that they've chose right and not left, or that they
killed the orcs and not the goblins.
When we play for the plot, for the story, losing is what gives us those
dark moments in the middle of the third arc, the moments from which we find
something in ourselves and rise to the challenge, amazing those around us and
even us as we do so.
Losing shows us other sides of our characters, sides that we couldn't
really explore otherwise, because we didn't have those moments of loss, of
depression, of disappointment from the way the things turned out. We were about
to win, and somehow we lost.
Losing gives meaning to a learning curve, losing gives meaning to those
hard-earned victories. Because they truly are victories that were hard to earn,
scattered between all those loses.
And losing in the end is part of what makes a story into a tragedy.
Because in a tragedy, we either lose or lose what we fought for, we can't
really win. And tragedy is not the only type of story in which the end is
bleak.
Winning is not mandatory. Losing should be part of the outcome list. It
deserves its spot there.
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