Latest / Sessions Canceled / Your Players Hate You For This, But That's Okay: Ep. 185
Transcript
- 0:08All right everybody, so we were here to fight the boss and we
- 0:18got pretty damn close and the bastard ran away again.
- 0:22It's been like 5 times and we're getting really tired.
- 0:24So one of our team players flipped the table and it just,
- 0:28it just all went to hell after that it was all FUBAR.
- 0:31So I guess sessions cancelled. We're starting to run out of
- 0:34tables in the table fund. It's getting.
- 0:37Expensive. We keep flipping these tables.
- 0:40Maybe we should. Use the table fund to pay for
- 0:43it. No, it's for tables.
- 0:46That's why it's the table fund. That money's been earmarked.
- 0:53Fair enough. Do we have extra money in the
- 0:59the bridge builder fund considering the last guy didn't
- 1:01enter? We do, but I don't want to give
- 1:06it to him just in case. It's dirty, buddy.
- 1:16It's it's. It's tainted, buddy.
- 1:19Oh my God. This is a dumb joke.
- 1:22We really need to stop opening up with jokes that nobody has
- 1:25any. Content.
- 1:27That's kind of my favorite part. Just say it wild and shit for no
- 1:33fucking reason. Exactly.
- 1:35Look, that's what you can say the most out of pocket shit when
- 1:38there's no context, I mean. I I guess.
- 1:44Oh God, it's so funny. Anyway, hey, it's us.
- 1:49It's Sessions cancelled hey? Boy skinny peen.
- 1:55It's me, you boys. It's me as I am here with Josh.
- 2:00I somehow, somehow, somehow, and today we're kind of piggybacking
- 2:09off of what we talked about. Oh no, not Iris out.
- 2:12We're we're kind of piggybacking what we talked about a couple
- 2:15weeks ago with the making memorable villains and it's a
- 2:23bit more of a we. Didn't talk about it the last
- 2:27week, it was the week before. I said a couple weeks ago, no,
- 2:31OK, it's kind of an op-ed to the op-ed because I, I, we were
- 2:40reference after our last session of Fabula, we fought what I
- 2:45think is probably the halfway boss of the campaign, right?
- 2:48My my right to assume that? I mean, I guess a little more
- 2:55than halfway, but sort of kinda. OK, We fought the kind of sort
- 3:00of halfway boss for the campaign and he got away and a.
- 3:06Secondary big boy, to be sure. Yeah, and it was after a very
- 3:11long and hard fought battle on our parts, although Josh would
- 3:15disagree with us on that. I didn't say it wasn't hard
- 3:18fought. You were like, oh, you guys got
- 3:21this, this, this, this. Like, you'd be fine.
- 3:23Yeah, I knew you were like, 'cause.
- 3:26You, you got to a point, you got to a point where I was looking
- 3:29at the numbers and I was like, oh, they're good.
- 3:34Yeah, so after a battle long and hard fought, Seth the Lich used
- 3:41a fabulous point to escape from the battle, like a Pokémon using
- 3:44Flee, and we were unable to apprehend and promptly murder
- 3:49him. And after session we talked
- 3:53about it. And I think, I think a lot of
- 3:56players when you hear that, oh, you know, our the boss got away,
- 4:01I think there's an immediate like reaction.
- 4:05And we had sort of touched upon that where in character, my
- 4:11character Goro Maru was definitely frustrated that that
- 4:15Seth got away. But me as a player understand
- 4:20exactly what we were talking about a while ago, which now
- 4:25that he's going to come back and be a recurring villain, he is
- 4:27much more memorable than he would have been otherwise.
- 4:31And, you know, we talked about our I, I had posed the question
- 4:37of if we could have even caught him.
- 4:40But I kind of realized that that doesn't matter.
- 4:46Like whether or not we could catch him in that moment is kind
- 4:50of irrelevant to the fact that we are going to find him again.
- 4:54We're going to have this fight again.
- 4:56And we weren't sure we were going to win anyway.
- 4:58Gosh knew, but we didn't. So even if we did find him, we
- 5:02didn't have a guarantee that we could have won.
- 5:06So just as well, I think it's better that he got away because
- 5:08it makes a more interesting story.
- 5:09It's more dramatic. And now we could achieve the run
- 5:12backs like never before. The salty run backs.
- 5:16The saltiest of run backs. How many times we've got to
- 5:19teach you this lesson, old man? He's very old.
- 5:24He is he's, he's definitively quite old.
- 5:27He is so old he is in fact only a skeleton.
- 5:30Hundreds of years. Skeleton.
- 5:36Wolverages, I was resisting. OK, OK, good.
- 5:41In my head, every time you the we fought those fucking night
- 5:45swarm skeletons, I said it in my head and the first time I
- 5:48vocalized it, Josh was like, I was trying, I was trying not to
- 5:51say it. And then after that he said it
- 5:53every signal. Was trying to resist.
- 5:57Every single time after that, I sat there very smug, knowing
- 6:01that I did my part. Stupid ass vocal tick.
- 6:08Oh my God. And as we were talking, Josh
- 6:13came to the conclusion or or sort of voiced the idea that
- 6:18players on average should be more OK with not getting the
- 6:23kill immediately, in that more games should contain mechanics
- 6:26that allow for the aforementioned salty run back
- 6:29with their favorite villains. In so many words, yeah.
- 6:34Yeah, And for my part, I actually, I agree with this.
- 6:39I think this is a pretty good take, all things considered.
- 6:41I don't know why I said it like that.
- 6:43I I think this is a good take, but it was, it was a, an
- 6:49interesting idea to ruminate on, to fester on, if you will.
- 6:52There's no good kind of festering fin.
- 6:56I thought about how I personally felt about it and I felt like it
- 6:58was a good idea to dig into that here.
- 7:02So before we begin, follow us on your podcast platform of choice
- 7:08and shoot us a donation over at the coffee.
- 7:12Appreciate it Kisses. I think let's dig into that.
- 7:19So let's begin with the opening statement.
- 7:22Players should be more OK with villains getting away.
- 7:27To reiterate, I agree, but I it does serve as an interesting
- 7:32dichotomy in my mind. Right, because as AGM I totally
- 7:37understand the pain of having a villain you really like it
- 7:41absolutely dogged on and you not have any resources to save them
- 7:47from their untimely fate. And like this goes especially
- 7:51right if you if you planned for this super cool, super epic boss
- 7:55fight. And it just does not go the way
- 7:59you imagined it either. The player's kit complete out
- 8:01completely outmatches their kit, or they find out some weird
- 8:05ludicrous strategy that you weren't thinking about and they
- 8:08absolutely clown on him. Like that one time I used a sack
- 8:11of flour to almost single tap the evil lizard and that's
- 8:18fucking annoying. It really is.
- 8:20And I know the at least like 4 GMs who listen to this are now
- 8:24shuddering in fear knowing exactly what the fuck I'm
- 8:27talking about. I do want to say though, for me
- 8:32personally, it's not Even so much about the the pain point of
- 8:40I really like this villain or I put in a lot of work, you know,
- 8:44to make this villain interesting, and then I'm sad
- 8:47when they just immediately go away.
- 8:49It's not Even so much about the my personal frustration for me,
- 8:56the reason that I advocate for this idea is more because I see
- 8:59the utility in it, like the utility of having the villain
- 9:04reoccur and what that the potential that has for the the
- 9:08story of the game. And and by story, I mean the
- 9:11story that everybody tells about the game after the game is over.
- 9:14You know what I mean? Like, I see the value in keeping
- 9:18the villain around in the same way that there's a reason that
- 9:22shows and movies and TV don't just kill the villain off at the
- 9:25first time they're on screen, right?
- 9:27Because there's a value in having that Marvel problem, kind
- 9:32of the Marvel, I mean, they wait till the end of the movie.
- 9:34But yeah, kind of the Marvel problem a little bit.
- 9:36Yeah. And you know that that utility
- 9:39is really what I'm more concerned about than anything,
- 9:42you know? I mean, there's I, I get that.
- 9:46It, it definitely, like I said it, it provides much more
- 9:52narrative suspense and drama when the villain does get away,
- 9:55right, because then it adds another layer to the plot.
- 9:58The plot literally thickens because you have to go, OK,
- 10:01well, what's his plan now? It gives the villain his
- 10:03original evil plot. It gives the villain more
- 10:05weight. Exactly.
- 10:06And the players, despite the initial potential frustration
- 10:11they might feel that they got away, that interest builds
- 10:14immediately because then you go, oh shit, what are they going to
- 10:16do next, you know? And also when they do eventually
- 10:20get to fight him again and when they do finally stop him, the
- 10:24hype is higher when you finally like take him out.
- 10:28Crew. Most of the time, I mean not
- 10:32always. I suppose it kind of.
- 10:33You can sometimes screw up the landing a little bit, but for
- 10:35the most part. No, Yeah.
- 10:38I mean, assuming all things go right, yes.
- 10:40It it, the ultimate payoff is better because it's it's, you
- 10:44know, the players have gotten stronger, the villain has gotten
- 10:47stronger. It is sort of it's the Frieza
- 10:50thing, right? It's like every time one side
- 10:53like UPS their power level, the other one rises to meet it.
- 10:56And then it just becomes this like, really climactic battle.
- 10:59Yeah, I get that. I mean, don't get me wrong, the
- 11:04feeling of, oh, I thought this villain was cool and now they're
- 11:07just, you know, irrelevant that that can that can be big sage.
- 11:12Like, I'm not I'm not immune to that sensation either.
- 11:15No, no. Surely not like everyone.
- 11:17Like I said, every GM has felt this where you're like this is
- 11:20going to be so sick and then it isn't, you're just cool.
- 11:23Fuck. Now I'm sad.
- 11:26Exactly. You know, on the inverse to that
- 11:29point, though, as a player, I do totally understand the
- 11:34frustration of like, working really hard and strategizing and
- 11:38cooperating and like messaging other players outside of
- 11:41sessions to, to build some sort of strategy only for the boss to
- 11:47escape and you to feel, you know, a little robbed of the
- 11:50satisfaction at the cusp of victory.
- 11:53Ultimately, it is a fine line, right?
- 11:56It's something that you have to walk.
- 11:58You let every villain get away. Clearly not, but.
- 12:01I mean, it is still a victory, though, I think is an important
- 12:04point, right? Like, you still win the fight,
- 12:07you know, if the villain, yeah, if the villain is escaping, that
- 12:11means they got their ass beat and they're like, oh shit, I got
- 12:13to. I got to get the hell out of
- 12:14here. They're going to kill me.
- 12:15You know what I mean? Like you just still win.
- 12:17Yes, but it's where I bet you like, you know, not all
- 12:19victories feel like a victory, right?
- 12:21Like a Pyrrhic victory. You did technically win, but
- 12:24sure doesn't feel like it. So I also, like I said, I'm not
- 12:29saying 1 is more right than the other, but I do understand it's
- 12:32both side of this coin. As someone who's been a player
- 12:33for a very long time and someone who's who's run games at this
- 12:36point for a very long time, it's a balance you had to strike,
- 12:40right? And you as a player don't want
- 12:45to feel like you've wasted your time.
- 12:46But GMs also don't feel like or feel like they want the, the
- 12:52drama and suspense that they're building to have like a real
- 12:54meaningful payoff. So to this end, you know, what
- 13:00is the recourse? Well, I think the, the, I think
- 13:09the middle ground has to be found in, in two ways
- 13:12specifically, right? I think you need to to find
- 13:14compromise in the narrative aspect, but I think you there
- 13:17also needs to be some sort of pay off on both sides in the
- 13:22mechanical aspect. Odds rephrase it.
- 13:32I think in order for this balance to work, there has to be
- 13:35pay off on both sides of of the field, both narratively and
- 13:40mechanically. Oh, yeah, yes, yes, yeah.
- 13:45Like there has to be like a real tangible.
- 13:47Yeah, you can't. Yes, the the the secret, I don't
- 13:57know, the like the trick, the secret sauce, as it were, is
- 14:01that even when the villain does run away, yes, there still needs
- 14:05to be an element of forward progress.
- 14:07There still needs to be the players need to have achieved a
- 14:12thing and the villain needs to have not achieved a thing.
- 14:17It's just that the achievement doesn't have to be the villain
- 14:20dies, right? The achievement can be any other
- 14:22number of things. But yes, you don't want to have
- 14:26a situation where the villain runs away and then because the
- 14:31villain ran away, there was no forward progress, no narrative
- 14:35achievement, right? If you have a situation where
- 14:38the players are attacking or like the town has been besieged
- 14:44by the evil wizard and the players go to fight the evil
- 14:46wizard and they, they kill it, you know, they, they, they
- 14:49defeat him and then he escapes. The town that they were
- 14:53liberating cannot still be, you know, trapped, right?
- 14:57The defeating of the evil wizard still has to free the town or at
- 15:01the very bare minimum, has to make forward progress towards
- 15:04the freeing of the town. Like maybe there's some more
- 15:06work to be done, but they have made a significant chunk of
- 15:09progress because ultimately they did still win the fight, right?
- 15:13The villain escaping does not mean the players failed.
- 15:17They still succeeded. The villa just got out of there
- 15:20with their tail between their leg, right?
- 15:21That's still a victory. That's still a success
- 15:23ultimately. And in the in regards to if
- 15:27you're playing, it's like when you're playing the video game,
- 15:29right, Like a a great example at the very beginning of Final
- 15:33Fantasy 10 two. I know this is a weird
- 15:35reference. I don't know why this came to
- 15:36mind, but it did at the very beginning of Final Fantasy 10
- 15:40two, you meet this, these, this, this trio of characters who kind
- 15:44of like fuck with you throughout the entire game as like sort of
- 15:48parallel. They're not, they're not like
- 15:50the antagonist, but they they, they mess with you.
- 15:52They're another group of sphere hunters who are like looking for
- 15:55the same treasure you're looking for.
- 15:57And you fight them in the beginning of the game and then
- 16:00you beat their ass and they're like, well, you know what?
- 16:03We're just going to, we're just going to head out real quick.
- 16:05And they leave. But you still get XP for the
- 16:08fight, right? Like you still beat them, you
- 16:10still get the experience points. It's not like because they leave
- 16:13you don't get any XP, which is another example of why XP 4 kill
- 16:19monster is a bad system, right? Agreed.
- 16:23Yeah. So yes, there still needs to be
- 16:25a. Victory.
- 16:28Yeah, for sure. Like that.
- 16:30That's the very minimum, yeah. Like there, you still need to
- 16:32achieve some level of victory. You need to be able to
- 16:34accomplish your goals while setting your opponent's goals
- 16:36back somewhere. If we're talking about a
- 16:38situation where the players lost the fight and then the villain
- 16:43leaves different, you know, like that's it, we're operating, Then
- 16:48you're operating in a different way because you can't have a
- 16:50situation where the villain beats the players, chooses not
- 16:54to kill them, and leaves to go do something else.
- 16:57Then the players don't, then the players didn't win, and now
- 17:00you're in the space of what is the outcome of losing.
- 17:05Right. And, and in that point, you get
- 17:07an interesting opposite reaction where the players live, they
- 17:11don't die, their goals are massively set back and the, the
- 17:15villains goals are forwarded. And now the players have to deal
- 17:18with that side of the stage. To this end, I think the place
- 17:25where this sort of has to start, at least in my opinion, is at
- 17:29session 0, right? I think, I think you need to be
- 17:32able to find this the, the, the through line of this compromise
- 17:36at the very start. And you don't have to like give
- 17:39it a bunch of time, right? I think it's just worth
- 17:41mentioning to players, hey, major villains may escape to
- 17:45fight another day, right? Just because it sets a
- 17:48precedent, it tempers players expectations and they know that
- 17:53it's not always a guarantee that the villains are going to bug
- 17:56out. It is something that could
- 17:58happen and it helps them. It helps inform their role play
- 18:04as to the events that are going to occur later on.
- 18:06You know what I mean? If players know that the enemies
- 18:09are going to get away, when the enemy does get away, they won't
- 18:13fight as hard out of character, right?
- 18:17Right. To get the kill.
- 18:18You know what I mean? They won't argue as much.
- 18:21Yeah, this is the like. So this is a weird thing for me,
- 18:25right? Turn your mind back to 2008 when
- 18:29when fucking Super Smash Brothers Brawl comes out, right?
- 18:33That weird little wizard dude who turns out to be robbed in
- 18:35Sub Space Emissary, every time you fight him, he jumps on the
- 18:39little platform and flies away. Right.
- 18:42The characters, like, they try to chase him a little bit, but
- 18:44ultimately do the like, shake my fist at you, I'll get you
- 18:47someday thing, right? Yeah, that's kind of what you
- 18:50want, right? You want the players to be in
- 18:53that state where they are after the boss fight.
- 18:56They're tired. They've just gone through it.
- 18:57And yeah, sure, they might. They might be at full health,
- 18:59but narratively they should be exhausted after this much
- 19:02fighting and they should've got, you know.
- 19:05They should know in the back of their minds, oh, we'll, we'll
- 19:07get a chance. Yeah.
- 19:11So ultimately it, like I said, it allows them to temper their
- 19:13expectations and and it gives you less headaches later on when
- 19:19when the player inevitably just keeps fighting for the kill and
- 19:23you're like, my guy. Please.
- 19:25Yeah, just just. Stop.
- 19:27Just let it go. Yeah.
- 19:31After that, I think what we talked about before comes into
- 19:37play a lot. I will say I, I, I didn't
- 19:43necessarily, I didn't necessarily establish the whole
- 19:47villain escaping thing in Fabula being on the table, you know, in
- 19:52a session 0 or early on. I just kind of assumed you guys
- 19:56would know it's on the table because it's a mechanic.
- 19:59But yes, perhaps I should not have made that assumption.
- 20:04No, I mean, I, so I was OK with that because and you know, I
- 20:10can't speak for, for, you know, Lita or Paladin or Serath, but
- 20:16like, you know, you and I read that rule book collectively 3
- 20:19times backwards and four. Years.
- 20:21Yeah, Yeah. So I was aware that the ultimate
- 20:24points could be used for things like letting the enemies escape,
- 20:26which is why I wasn't really bothered and why Goro several
- 20:29times was like fuck it let's just go home right?
- 20:35Because it, you know. And like I role played it as
- 20:38Goro. When the fight ended Goro was
- 20:40just on his knees like breathing heavy because I was using my
- 20:43entire my entire kit to defend, heal, support and take ass loads
- 20:49of damage for my friends. Yeah.
- 20:54Yeah, Garo's fucking exhausted. I, as Goro, don't want to chase
- 20:58after the fucking necromancer anymore.
- 21:00Right, right. Well, and I think that's a part
- 21:03of it too, right. Sometimes there's a bit of a a
- 21:05Ludo narrative disco biscuit situation when fictionally it
- 21:13makes sense that your character would be tapped out, right?
- 21:18In a situation where from a narrative standpoint, you've
- 21:23done all this crazy shit, you've taken all these crazy blows
- 21:27right in a movie. If you if you're watching, you
- 21:32know, Batman fight Bane and you know they beat the dog shit out
- 21:36of each other. Batman ultimately wins.
- 21:38And then Bane opens up a trap door and fucking disappears or
- 21:41whatever horseshit he pulls It may.
- 21:45You don't question when Batman's exhausted and doesn't follow him
- 21:49into the trap door. You don't question that because
- 21:52you could clearly tell just from what you know from watching.
- 21:57Oh, Batman just doesn't have the energy.
- 21:58He's too exhausted. Even if he did try to follow
- 22:01him, what would be the point? He's just going to get his ass
- 22:04beat anyway or something else bad is going to happen, right?
- 22:07So you don't question it in like a movie or in a character in a
- 22:11video game does the same thing. You don't question that moment.
- 22:14It makes sense. The problem is in a tabletop
- 22:16game, you're having the same moment right, where you've been
- 22:20through all this shit. The villain hits you with three
- 22:22fireballs in the face. The the, you know, you've been
- 22:26hit with all this crazy magic and you've been fighting off
- 22:29undead swarms. All that shit is still
- 22:31happening. But you look at your character
- 22:33sheet and go, yeah, but I have 80 out of 100 HP, so like, I'm
- 22:37good, right? Which doesn't really make any
- 22:40sense. But yeah, because of that
- 22:44mechanical dissonance, that disconnect, you have to look and
- 22:48go, right? I'm at ADHP, but my character's
- 22:51been through all this shit. So the idea of my character sort
- 22:54of letting it go because they don't have the energy does
- 22:56actually make sense. And that's when you get into
- 22:59that whole back and forth of what does HP represent?
- 23:04You know, your, your will to fight and your physical injuries
- 23:08and your luck and yadda, yadda. And, and I think that's why HP
- 23:12is often like a, a somewhat complicated resource to fully
- 23:17quantify because it is abstracted to a point that
- 23:23sometimes it just doesn't make sense, but you kind of got to
- 23:28ignore it a little bit when it really doesn't make sense and
- 23:30just kind of roll with it, you know?
- 23:33Yeah, for sure. And I get it.
- 23:35I do understand, especially if you're, if you're new to
- 23:37tabletop games, right? Like if you're playing D&D and
- 23:40you've never done it before, I can definitely understand
- 23:44looking at your character sheet and being like, OK, but I'm a
- 23:48barbarian and I have 40 HP and right now I'm down to 20.
- 23:52Like, I'm good and I can absolutely understand why you
- 23:57have that disconnect, but what you learn is that, yeah, as time
- 24:02goes on, just kind of ignore it a little bit, let it slide a
- 24:07little bit, and it's probably better that way.
- 24:11Yeah. Agreed.
- 24:12I mean, maybe not always. I'm sure there's probably
- 24:14situations where you kind of look at that HP number and it
- 24:17makes more sense to be like, well, and and have the argument,
- 24:20but at the very least you got to leave room for the back and
- 24:24forth. Yeah, well, so I think it's one
- 24:27thing, right. Like if you to me, I think about
- 24:31it in Fabula with how like how many times did I get dropped
- 24:35into my crisis a lot. I think crisis is a really good
- 24:39metric for how your character is feeling.
- 24:41Yeah. I mean, getting dropped into
- 24:42crisis once your character took a bad hit, right?
- 24:44They, they like, it's that thing where they get like slashed on
- 24:47their side and they have to like, they double over for a
- 24:49second and muscle through it. Getting dropped twice.
- 24:52Maybe they're like, like, it's that thing where it shows the
- 24:55like the, the, the X-ray and one of their bones fracture.
- 24:58The third time they're like, you know, it's the cutaway where
- 25:01they're like bleeding all over the floor and like staring up
- 25:05with the hazy eyes. I think I went into crisis like
- 25:085 or 6 times. I I don't know if it's quite
- 25:11that many, but you definitely went into crisis a lot in that
- 25:13fight for sure. Boro's fucking factor has never
- 25:16been. Yeah, I mean, I, I think, and I
- 25:20think that's what games, that games that have a wound system
- 25:25is really, that's kind of what they're trying to invoke, right.
- 25:27Like I remember Star Wars, I, I, I'm blanking on what they called
- 25:32the HP in that game, but I, I remember they didn't call it
- 25:34HPS. Well, so was wounds.
- 25:39And strain. But no.
- 25:41But then there was the critical hit thing.
- 25:43The the critical injury that is so.
- 25:46The words are real injuries. Maybe they were just called
- 25:48injuries, the words not not being that relevant.
- 25:51But the point was the way that Star Wars worked was you would
- 25:53take a bunch of damage and then once you got to the bottom of
- 25:56your like health pool, you took an injury.
- 25:59You took like a critical hit, and critical hits would accrue
- 26:05and stay on your character over time until you dealt with them.
- 26:08And effectively what they're trying to say is when your
- 26:12character is fighting and losing their regular health pool, those
- 26:18aren't major hits. When they get to the point where
- 26:20they take a critical injury now they have been majorly hit.
- 26:24They have been majorly wounded in some fashion.
- 26:27Ergo, now narratively your character's like, oh shit, that
- 26:31was really bad. And I that's really what games
- 26:33that have that kind of a threshold system are trying to
- 26:36do. And Fabulous doesn't have that.
- 26:39But you're right that the crisis hitting that crisis point is
- 26:43kind of a close. And you can kind of use it to
- 26:46approximate that feeling like, yeah, how many times did I hit
- 26:49crisis? You can kind of think about
- 26:51every time you hit crisis is a really bad injury.
- 26:55You know, 'cause there are quite a lot of games actually that
- 26:58have a system of like you have your mini HP and then your
- 27:02actual HP, right? Like a lot of games, we'll call
- 27:05it stress or something like that.
- 27:06And then you get hit to your, then you get actual wound
- 27:09wounds. I'm trying to think like Blades
- 27:14in the Dark sort of kind of works that way because you have
- 27:17the resistance role where you can take stress to kind of
- 27:19ignore a wound. I'm trying to, I know I've
- 27:25played other stuff that like has that, but you get, you get what
- 27:27I'm saying? Yeah, there there is.
- 27:29There is various ways you can gauge that narrative sensation
- 27:34of Oh my character really got hurt this time as opposed to
- 27:40just a little winded or whatever.
- 27:42I think even if you have HP like just given how bouncy 5E is, I
- 27:47think a good metric for 5E is just how many times you got
- 27:49knocked unconscious, right? Like.
- 27:51Yeah, downed in 5E is a decent metric for sure.
- 27:53I mean it depends. I mean 5V is a little weird with
- 27:58health so it it that one can be harder to gauge, but it it's a
- 28:02metric you can use for sure. Exhaustion can also kind of be a
- 28:05metric, although the game doesn't utilize exhaustion that
- 28:07much. Unfortunately enough, yeah.
- 28:09But yeah, like I definitely, it's definitely a another
- 28:15potential metric you can look at.
- 28:18Honestly, I, that's literally what I did in hellscapes, right?
- 28:22Like the, the, the lingering injuries thing was literally
- 28:24that it's like, OK, do you want to drop down to 0 HP and get
- 28:27knocked the fuck out? Or do you want to stay up and
- 28:29maybe lose an arm, be concussed? Absolutely memory loss, like,
- 28:32and it filled that out and like, yeah, maybe should I have
- 28:36cranked boss HP to to, you know, to give them some sustain
- 28:40against that? Yeah, because my players were
- 28:43putting out some stupid numbers, but like, it worked pretty well
- 28:47and. You know, the numbers in general
- 28:49got a little wonky in Hellscapes.
- 28:51They did they they? Really.
- 28:53I do remember looking at the book and being like these seem
- 28:56inflated. Well, I, I, I sent you some
- 28:58like, boss stats and you're like, that's a lot of damage.
- 29:00I'm like, yeah, believe me. Yeah, I do remember.
- 29:04Yeah. And I, I have to say this
- 29:08because you might think that this is like a low key call out
- 29:12to our fabulous party. No, actually, pretty much all of
- 29:15us were on the same boat of like, we need to get the fuck
- 29:18out of here. Like the the second Seth ran
- 29:20away, we were like, OK, good, we can leave now.
- 29:25And it was, it was, it was the NPC, it was Rod Wolf who was
- 29:28like, I'm charging in and we're us going like, no, you fucking
- 29:32idiot, get back. And I think that was cool.
- 29:37I, I think I like that our, our party gets it.
- 29:40You know what I mean? They sort of understand the
- 29:42assignment. And that.
- 29:44Sort of. They do understand the
- 29:45assignment technically. I think, and and I would have to
- 29:51double check, but rules is written, I'm pretty sure 'cause
- 29:58when the villain escapes in Fabula, they're leaving the
- 30:01scene, right? And so if you were to re engage
- 30:03them, it would be a new scene, which I think that means they
- 30:07would come back into the new scene at their crisis score at
- 30:11the at the very least. Oh.
- 30:13Jesus, I'm pretty sure because when you when you down an enemy,
- 30:19right, when you make an enemy surrender, if you don't choose
- 30:22to kill them right 'cause they're at your mercy.
- 30:25The game says they reappear in the next scene at at crisis,
- 30:30which is to say at half health. So I'm pretty sure that would be
- 30:34the case where the villain escapes then, yeah, you would
- 30:36meet them back at that halfway point, which means you're
- 30:39you're, you know, kind of restarting the fight.
- 30:41So. Yeah, we would be.
- 30:44It would be Bad News Bears. The taste, that probably would
- 30:46be a bad idea. I mean, granted, in that
- 30:48particular scenario, maybe you might have had a decent chance
- 30:52just by sheer numbers. But like, yeah.
- 30:55There was a lot of us. Yeah.
- 30:57Yeah. Well, honestly, I don't even
- 30:59know because, you know, Don was running out of his fire
- 31:04infusions. He had no more light infusions.
- 31:07Santa was almost completely out of mine.
- 31:09Points I I don't think. Yeah, but Seth only had three
- 31:16turns. True.
- 31:20There was more of us, yeah, I mean, and and if I was focusing
- 31:22on attack, we definitely would be able to.
- 31:23Granted, Granted, would I have probably, if you did chase him
- 31:27down, would I have probably said he had more minions around him?
- 31:30Probably, yeah. Oh.
- 31:32God. Right, like it it, it would be a
- 31:35little silly for him to not have more backup right?
- 31:38Like he's. Yeah, he's a necromancer.
- 31:40Like, yeah, it's one of those things where it's like they
- 31:43literally a dime a dozen, you just can make more.
- 31:46So yeah, it's fair. Yeah.
- 31:50And just like it it, like I said it, it was really funny that all
- 31:55of us it like usually you get the one that the one player
- 31:57who's like, no, he's mine. But no, pretty much all of us
- 32:00were like, now we want to go. Yeah, well, in a.
- 32:04Good way. We were like, we were, we were
- 32:06tapped. We were like, we're tapped.
- 32:06We're out. Well, and I think there was a
- 32:08relatively good acknowledgement of we, we, you know, mission
- 32:12accomplished what we wanted to do.
- 32:14You know, we, we hit, we hit the thing we wanted to hit.
- 32:18So chasing him down, is it going to do that much more?
- 32:25Yeah, I mean, there was definitely a big sense of like
- 32:27wind condition met for sure. And you know, for the narrative
- 32:32like we were talking about, we saw the ramifications of that
- 32:37immediately, right as we were leaving.
- 32:38The zombies, the skeletons that that he had resurrected were
- 32:41like shutting down and they were they either weren't fighting
- 32:46back or they were just collapsing in on themselves
- 32:48because he wasn't there to maintain them anymore.
- 32:52And on even on our way back to our our like little resistance
- 32:57base, there was like no undead signs anywhere.
- 33:01So it was like from the second we left the boss fight to the
- 33:04second we were there for downtime, we were like, OK, we
- 33:07have done something meaningful, we can fight to take the city
- 33:10back now. Yeah, a step has been made
- 33:12towards, you know, and that's what I was saying before.
- 33:16The players still won the fight, so they still have to make
- 33:18progress, right? It's kind of like the when you
- 33:22get a middling success in in Apocalypse World, the GM still
- 33:28has to give you what you want, because a middling success is
- 33:31still a success, right? The complication is a rider on
- 33:36the success, but the complication cannot negate the
- 33:39success, you know? Yeah, yeah, the middling
- 33:43success, it's a, it's a yes, but.
- 33:45Yeah, and it. Is yes, you succeed, but this
- 33:48happens. It is worth pointing out that
- 33:50sometimes hitting that middling success and making it feel like
- 33:56the player succeeded, but there's a complication.
- 33:59Sometimes it is a little hard to hit that point and you as AGM
- 34:02will sometimes screw that up a little bit.
- 34:04And in the same way, there may be a situation where the players
- 34:08beat the boss, the boss escapes and you as AGM don't really give
- 34:13them the victory all the way. And then you have to kind of go
- 34:17back and reassess the situation that will happen.
- 34:20But as long as you're trying to make sure that you're giving
- 34:23them a victory of some kind, that's the important thing.
- 34:28Because you know, there could be a situation where you're like,
- 34:30oh, well, the boss escapes, but you know, his troops don't know
- 34:33he escapes. So his troops are still around.
- 34:36And the players are like, OK, but that doesn't that like
- 34:39completely negate our victory here?
- 34:42And then you as the gym go, it does kind of negates.
- 34:46And then you have to be like, all right, maybe maybe some of
- 34:48the troops are out and some of the troops stay or you know, and
- 34:51then you have to start doing that back and forth.
- 34:54But as long as you're making an attempt, right, that's the
- 34:56important thing. Yeah, and like, here's the thing
- 35:00in in our situation with the undead, it was a lot easier for
- 35:03Josh to to gauge like the immediate effects.
- 35:07But if if if you're fighting like a boots on the ground, just
- 35:11guys, it's just one army against the other, Yeah.
- 35:13I mean, you're not going to see those effects immediately, but
- 35:15you will see them eventually, right?
- 35:17The word will get around. You might just have to fight
- 35:19your way back out still though. Yeah.
- 35:21I mean, sure, yeah. And I think a a a fun little cap
- 35:26on this point is something that I like.
- 35:31It's something that I've done right is when the boss that
- 35:37you're fighting, when they do come back, they come back
- 35:42change, right? Like how cool would it be if you
- 35:45were fighting like a death knight or something or an evil
- 35:48wizard and you just lopped one of their arms off and then they
- 35:52get away. And when they come back later,
- 35:55you know, that Death Knight is using like a smaller sword, or
- 35:58maybe his like, his weird great sword was snapped in half, so
- 36:01now he can use it with one hand. Or maybe if you, you know, you
- 36:05broke his armor. Maybe he's just like, you see
- 36:08what his face looks like now? Like it.
- 36:10It creates this sort of narrative stepping stone where
- 36:13you feel like you are, you are. It doesn't feel like a redux of
- 36:18what happened before. It feels like a next step in the
- 36:21story. Yeah, it it's well, and it's a
- 36:26sense of, of persistence, right? A sense of the like player
- 36:33actions affecting the world vibe, which is often the thing
- 36:38that players want, especially in a tabletop context, because you
- 36:43as a human GM have the capability to to reflect that
- 36:47change in quote UN quote game state.
- 36:50That's why the mechanic in Shadow of Mordor was so not not
- 36:59ground breaking, but it was so like it left such an impact on
- 37:02people. Because when you were playing
- 37:05through Shadow of Mordor, whether you would defeat a
- 37:08random orc or you would get defeated by a random orc, it
- 37:12would cause a permanent change in game state.
- 37:14And then you would come across that random guy who is no longer
- 37:19a random guy. Now he's a sick badass general.
- 37:21And that game was a particularly good where, for example, if
- 37:25you're, if you kill him and then you do like an execution
- 37:28animation where you cut off his hand, the game would recognize
- 37:32that that's the execution you got on that character.
- 37:34And the next time you see him, he would have a big robotic arm,
- 37:38you know? And so there is this feeling in
- 37:41that game in particular where you're like, holy shit, the
- 37:43random fights I'm getting into 'cause, you know, Shadow Mordor
- 37:48was an open world game that for all intents and purposes was
- 37:53just a basic Ubisoft style open world game game.
- 37:57You know, you go around from point to point, you clear
- 38:00checkpoints, you like pick up random gobbledygook nonsense,
- 38:04you clear out encampments, you climb up towers, right?
- 38:07Like it was, it's that kind of open world game, which was, to
- 38:10be fair, in vogue at the time when that game came out.
- 38:14But the thing that made that game stand out was these random
- 38:20jobs, these random things I'm doing in the world could have a
- 38:25lasting impact out of nowhere because I got overconfident.
- 38:30And so one random orc named Gamuka the ball cruncher killed
- 38:35me. And now he's General Gamuka the
- 38:37ball cruncher. And he's got a sick flame
- 38:39throwing crossbow and you're like, oh fuck, right.
- 38:43Like. And so it has this narrative
- 38:46persistence feeling and tabletop, you can do that same
- 38:49thing on an even greater scale. So you want to try and do that,
- 38:55you know, pretty much anytime you can, it needs to, you want
- 38:58to make sure that the players feel like they are hitting and
- 39:01influencing the universe. And anytime that it makes sense
- 39:08and feels like it is, you know, the right thing to do.
- 39:12Because nothing, nothing would feel shittier than if you're
- 39:15playing a tabletop game and you beat the big boss and then
- 39:20nothing is acknowledged in regards to beating the boss.
- 39:25Like, you did it and the king pays you your money or whatever,
- 39:28but there's no follow up, you know, Like, yeah.
- 39:32Like, you know, you don't, they're not like, oh, you guys
- 39:35did a thing. It's like, all right, moving on.
- 39:36Your next job is doing this and you're like, wait, but we just
- 39:38did something awesome. What the fuck?
- 39:39Right, right. Like if if the king sends you on
- 39:41a mission to go liberate the nearby city from the evil wizard
- 39:45guy who took it over, and you do that and the king knows you did
- 39:49that but doesn't give you any praise or acknowledgement for
- 39:53it, that would feel very weird. And then the players are going
- 39:57to be like, I mean, yeah, we got XP and money, but.
- 40:02Like recognition is is part of the deal.
- 40:06Yeah. Right, because it would it
- 40:08feels, you know, it's the DND it's that DND vibe of at the
- 40:14beginning of the campaign, nobody knows who these random
- 40:17murder hobos are. At the end of the campaign,
- 40:20everyone knows who they are and they did all sorts of crazy shit
- 40:23that everyone recognizes, right? Like that's that's supposed to
- 40:26be the narrative arc of AD and D campaign.
- 40:29That's like how it's supposed to roll.
- 40:31So if you deprive them of that, they're going to be grumpy like,
- 40:39no, boy, no. To say the least, yeah.
- 40:46And like we were saying before, I, I, I agree with you that I
- 40:49think, you know, it's good that Fabula has this built into it,
- 40:54right? Like the fact that the Fabula
- 40:55points are there, they give. They give GMSA tangible way of
- 41:03interacting with this I think is good and it's it's a good start
- 41:08for what I would want when it comes to mechanical mechanical
- 41:14incentives for this kind of thing.
- 41:18The only other thing I would I I could really suggest like is was
- 41:23what I was saying before, right? What I would want to see is, you
- 41:27know, changes on that boss's stat block.
- 41:29For example, you know, if you're if you fought a dragon that flew
- 41:32around a lot, maybe you destroyed its wings and now it
- 41:34gets a burrowing speed. So it's the same villain under a
- 41:37different scenario. It's not just the same fight
- 41:39over again, you know, to the one arm death knight thing using a
- 41:43different sword. Maybe they get an extra attack
- 41:46that you know roughly equals out to the same damage, maybe a
- 41:49little bit less or maybe a little more, but it the the
- 41:53strategy you need to take to beat him now has to shift to
- 41:57match it. Yeah, you, you want it to feel
- 42:01like something has changed in some regard.
- 42:03Yeah, you don't want it. You don't.
- 42:04You definitely don't want the the villain to feel completely
- 42:08stagnant. No, that is that is arguably the
- 42:11worst that you can do. Like just doing the same boss
- 42:15fight again is not fun, right? It's not interesting.
- 42:20It it just kind of feels like a I kind of like it.
- 42:23Oh shit, here we go again. You know what I mean?
- 42:26Like. I mean, especially, especially
- 42:29if it's a situation where the boss hasn't been around for a
- 42:31little while so the PCs have gained a bunch of levels and
- 42:35then they go and fight the exact same stat block, then they're
- 42:39just going to absolutely dunk on his ass, which most of the time
- 42:44I feel like is going to feel kind of unsatisfied.
- 42:47It is and and I I would go as far as to say if it's the same
- 42:51stat block with some boosted stats, it's still not going to
- 42:55feel that interesting because at that, at this point, the players
- 42:58will likely have built their characters at least somewhat in
- 43:01response to that stat block. They'll have a plan.
- 43:04So even if the numbers are higher, it just becomes a war of
- 43:08attrition. There's not a whole lot of
- 43:09thought. They've done it already.
- 43:13So shift your stat block up, keep things interesting and
- 43:16like, I don't know, honestly, if you if you like, if you really
- 43:20think it'll work, you can kind of you can kind of quantum ogre
- 43:24it where maybe, you know, maybe you had an idea for a cool
- 43:27werewolf and the wizard was like, I will get my final
- 43:32revenge, man, and then turn themselves into a weird
- 43:34werewolf. You know what I mean?
- 43:36Right, right, right. Still the same guy still is
- 43:38going to monologue, but now he's a big werewolf.
- 43:41And now you have a completely different stat block to rely on.
- 43:43And now the characters have to reckon with that, which can be a
- 43:46lot of fun. Yeah, because ultimately the
- 43:49important part is that narratively it's still the same
- 43:52guy which has that narrative impact, which is at the at the,
- 43:58at the core of the whole concept is to make sure that villains
- 44:03have narrative weight, right? That's what we're trying to get.
- 44:05We want to make sure they have that narrative paunch.
- 44:08So yeah, even if mechanically they're completely fucking
- 44:11different. Like you turn the wizard into a
- 44:14dragon. We still know that the dragon is
- 44:17that wizard guy we fought. So from a narrative standpoint,
- 44:19like we still got beef with that dragon.
- 44:21Now I. Didn't actually put this in my
- 44:24notes, but I think there are there are a couple of things to
- 44:26to reckon with. There are a couple situations
- 44:29where you don't want to do this. Like there are situations where
- 44:33you just want to let the boss die.
- 44:35And I'm speaking from like player experience here.
- 44:41If you as the GM really push into your players heads like,
- 44:46hey, this fight coming up, it's real big, It's real important.
- 44:49Make sure you get yourself, make sure you're prepared and you
- 44:51know, it's you keep setting the idea that it's going to be this
- 44:57big climactic thing. You have sort of put yourself in
- 45:01a corner, not necessarily narratively, but as AGM, you've
- 45:05written yourself into a bit of a corner because if you don't pay
- 45:08off that initial climactic victory, it will feel a little
- 45:17unfounded, even if the narrative supports it.
- 45:19And it can work. You put yourself in a position
- 45:22where the players have such a high expectation of how that
- 45:26fight is going to end that doing it another way isn't really
- 45:30going to work, right. And, and I've brought this up
- 45:33before. This has happened to me.
- 45:35This happened to a party I was in, right?
- 45:36This is the, the, the mythical first campaign where we fought
- 45:42the, where we fought the werewolves in the, you know,
- 45:44the, the, the porch on the, the Rivertown, right?
- 45:51We were told by our GM for weeks that we had to make sure we
- 45:54panned, we had to bring our A game.
- 45:56We had to pull out all the stops because we were going to lose
- 45:58otherwise. And we did.
- 46:00We pulled out all the stops and we got through some weird
- 46:05rulings like, you know, if you get, usually you get bit by a
- 46:08werewolf, it's like a couple sessions before you lose control
- 46:11with those werewolves. You got bit, you immediately
- 46:14turned, you lost control of your character, and then it took a
- 46:17remove curse and two separate skill checks to get your
- 46:21character back. So we were putting up with some,
- 46:24some shenanigan area to say the least.
- 46:27And then after everything, we only cut the guy's arm off and
- 46:33then he ran away and did all the other crazy stuff we described.
- 46:35I described a million times, right?
- 46:37Like at that point, you can't have your he runs away because
- 46:46you know, it, it, it would be like, let's use Star Wars, for
- 46:50example, right? If if at the end of our, you
- 46:55know, after A New Hope, all of the trailers, all the
- 46:59advertisement was like the climactic final battle between
- 47:03Luke and Vader, but then we got the ending that we got, which is
- 47:08a very good ending. You'd feel kind of robbed about
- 47:11that, right? You have built an expectation in
- 47:13your mind that one ending was going to be the case and then it
- 47:17feels like you got rug pulled. I don't think you're describing
- 47:20a situation where the villain can't escape necessarily though.
- 47:25I think the problem that's occurring is just getting is
- 47:29just your victory getting robbed.
- 47:32Right. Like, the way the werewolf
- 47:36situation went down felt like a cheap rug pole.
- 47:42And if, like, you didn't, the. I think the main problem with
- 47:46that werewolf situation is that you didn't really achieve a
- 47:51victory despite beating him. You know, like, you didn't
- 47:54really gain anything. And it sort of it didn't.
- 48:02Yeah, it didn't. It didn't hit as densely as you
- 48:06wanted. But I don't think that that
- 48:08situation means that you can't have the villain escape.
- 48:12It just means that that victory punch needs to really land.
- 48:17You know what I mean? Like.
- 48:20I see what you're saying. I yeah, you're basically saying
- 48:22you can still do that delay thing, but when it eventually
- 48:25does finish, it absolutely needs to land.
- 48:28It's got to land hard, yeah. Like if you build it up, then
- 48:31basically if you build up the the anticipation, then the
- 48:37landing needs to hit that much harder.
- 48:41And I think the big problem with that particular scenario is not
- 48:44only did the landing not hit that hard, the landing arguably
- 48:47didn't hit at all because the villain escaped.
- 48:49And you kind of didn't achieve anything, you know what I mean?
- 48:54Like, it wasn't like, you beat the werewolves and then everyone
- 48:59was like, yay, the city is saved.
- 49:01It was like, you beat the werewolves and then everybody
- 49:03showed up and was like, yeah, but you guys still kind of suck
- 49:06ass though. And like, that's not really a
- 49:08victory. Well, it's worth right?
- 49:10Because because the situation was again, it like we, we were
- 49:15told that it was going to be the final battle, right?
- 49:18Like we were going to do all this stuff.
- 49:22Lives were on the line. We have to kill the werewolves
- 49:24now. And we were like, OK.
- 49:28And it, it, it wasn't like it was like 3 weeks, you know what
- 49:33I mean? Of, of seeing our GM every day
- 49:36and having this talk and him being like, you better get
- 49:38ready, you better be prepared. Uh huh.
- 49:40And then to not have that follow through, I don't think in that
- 49:44situation. And to be clear, there was a lot
- 49:46of stuff going on around. There's a lot of shit going on
- 49:49too. Anything that was that was less
- 49:54than a like a confirmed kill on that boss would have felt bad.
- 49:58And it did. And like, to be fair, I got that
- 50:00confirmed kill, but we we jumped a lot of hoops and got into
- 50:03several arguments with the GM when it came to chasing that
- 50:06werewolf down and blowing his head off at long range, you know
- 50:10what I mean? Yeah, I, I mean, the use of the
- 50:14word final for sure has, has some baggage and I, I can't deny
- 50:20that part. But even if you do call a thing
- 50:24a final battle and the villain escapes, 'cause, you know,
- 50:28here's the here's the thing, right?
- 50:29If you envision it, I, I, I can't help but bring up Thanos.
- 50:35I try not to be that guy who constantly brings up Thanos, but
- 50:39it's kind of working here. The final battle right at the
- 50:43end of Infinity War is a final battle.
- 50:46Because when they go back and find Thanos later, it's not like
- 50:49he fights them again, right? He's given up, right?
- 50:52He did what he wanted to do. He's tapped out.
- 50:54So if you fought the werewolf dude and the werewolf dude
- 50:57escapes and then you find him later and he's just like sad,
- 51:03sad old man living in a random Hut in the middle of the woods
- 51:06and he doesn't try to like fight back or do anything, then like,
- 51:10it was still a final battle, right?
- 51:11So I do think there's narrative situations where it can work.
- 51:17But again, the punch needs to be that much higher if you're
- 51:23building up the anticipation that much higher.
- 51:26That's kind. Of what I was saying right is
- 51:28like narratively, yes, it can work even when you do that, but
- 51:33the the issue is that you have created a scenario outside of
- 51:37the campaign that creates an untenable situation within the
- 51:41campaign, right? I mean, that's.
- 51:43Kind of why I specifically said the advertisement for Emperor
- 51:47Strikes Back or The Empire Strikes Back, if they kept being
- 51:51like, this is the end final fight with Vader.
- 51:54But then like, it doesn't matter if the movie led to the same way
- 51:58that the movie ends right now, which is totally good.
- 52:01It's very effective. It's very interesting, very
- 52:02suspenseful, but that's not what people were sold on, you know
- 52:06what I mean? Yeah.
- 52:07I mean, part of the problem is a little bit of an overselling of
- 52:10the situation for sure, which I don't know that's, that's hard
- 52:15to, you always want to, you always want to sell it as AGM to
- 52:19some degree. So it's hard to sometimes you
- 52:22oversell it too much by accident.
- 52:24Yeah. I do think too, the other thing
- 52:27you got to keep in mind is there could be a situation where you
- 52:31have that final battle and the villain lives, but you have
- 52:37changed the game state so dramatically that it does have a
- 52:41sense of finality to it. So like maybe the werewolf dude
- 52:45lives, but you find him again later and he's not even a
- 52:48werewolf anymore, He's just a guy now, you know what I mean?
- 52:52And you have completely shut down his werewolf empire or
- 52:58whatever the fuck to the point that he's literally just a dude.
- 53:02He has stopped being a werewolf. And he is so dejected that yeah,
- 53:06he lived, but you did defeat him.
- 53:08You defeated him spiritually and emotionally and and like,
- 53:10effectively, You know what I mean?
- 53:12Right, So yes, to your point, like let's say, because the way
- 53:16that that fight ended, I remember this so vividly.
- 53:18The paladin got a crit, the the paladin wizard pulled off one of
- 53:23the nastiest crits we'd ever seen.
- 53:26Like took a critical hit in like right before the fight was in
- 53:30single digit health. No one had healing spells left
- 53:34like we were. We were almost completely fresh
- 53:36out. And then he does the big a crit
- 53:40and then he throws that last high level smite into it and we
- 53:44were like, we got it. Big money, no whammies, rolled
- 53:48an ass load of damage. And then the gym goes and you
- 53:51cut his arm off and then he runs out the door and the door shuts
- 53:55behind him. And then you you're like, whoa,
- 53:56whoa, whoa, whoa, whoa, whoa, whoa, whoa, whoa, whoa, you know
- 53:58what I mean? Like, but if if he had
- 54:01described, you know, cutting the vampire, the werewolves arm off
- 54:04and then him reverting back to his human form.
- 54:07And like the psychic backlash turned all the other werewolves
- 54:10in the area back into humans and they all passed out.
- 54:13But then he, like, channelled just the final bit of his energy
- 54:17to like, turn back into the giant werewolf and punch through
- 54:19the roof and run away. Like, yeah, maybe we'd feel a
- 54:23little less angry about it, right?
- 54:24Because it's like, oh, we did actually do something.
- 54:27Like we, we stopped the infestation for the moment.
- 54:30It needs to be the feeling of effect, like it needs to feel
- 54:33like you affected something. Yeah.
- 54:35Yeah, it can't. It can't feel the the problem is
- 54:39he was trying to rob the victory, right?
- 54:41He wasn't, he didn't want to like give it to you for whatever
- 54:45reason. You know, maybe he maybe he
- 54:47fucked up, maybe he didn't plan then maybe it didn't go.
- 54:51It it, it wasn't as difficult as he was hoping.
- 54:53Like who knows what just going through his head at the time.
- 54:55But yeah, it it it feel like he was trying to sneak the victory
- 54:59out from under you as opposed to letting you have it.
- 55:02It it wasn't satisfying is the problem.
- 55:05Yeah, right. The satisfaction is the is the
- 55:08most important bit to the whole equation.
- 55:14And I know you're right. It it really is it like in in
- 55:16that situation, there was no satisfaction.
- 55:18Yeah, on the flip side of this, the other situation where this
- 55:22doesn't work, and I would I guess it can work, but really
- 55:27should advise you against it is if if this does feel, let's say
- 55:34this is this isn't the Infinity War situation, this is the end
- 55:37game situation, right? The the there has been back and
- 55:41forth between the villain and the players a couple times.
- 55:45Players have spent not weeks but months planning a final battle,
- 55:50doing all these side quests, doing all this stuff.
- 55:53Execute the plan. The plan goes off.
- 55:55Not Florida State, but you know, they'd end up pulling it
- 55:58through. And you've got the final
- 56:01villain, you know, cornered, right?
- 56:03Gun to a sword to his throat, gun to his head, whatever it is.
- 56:08And the villain goes, you haven't defeated me.
- 56:10And then turns into a giant monster and just fucks off or
- 56:13just like, casts a spell and leaves.
- 56:16Don't do that. Like definitively don't do that.
- 56:19That's just not a good option. And once again, this happened to
- 56:23us. I was in a campaign, we planned
- 56:26out the plan. It was great.
- 56:28Everything went swimmingly. Characters had their own solo
- 56:31sessions where they went off to like gather, you know, their
- 56:35special weapons, their like loyalty quest items and shit
- 56:38like that. We came back, fought through the
- 56:42bike, fought into the castle, beat the royal guards, did all
- 56:45the shit, beat a boss and then had the evil king cornered.
- 56:49And then he turned into AAI think a some sort of great worm
- 56:55and just fucked off. And then we were going to.
- 56:58We were told, well, he's the post.
- 57:00He's the the the post campaign raid boss.
- 57:03Don't do that. I mean what Like I don't know if
- 57:11I totally agree with you there. Like what exactly is your issue
- 57:14with that particular scenario? Because that feels disrespectful
- 57:20to the players time, especially if this mission was like a huge
- 57:24part of a character's back story.
- 57:28All this planning went into getting this person to surrender
- 57:32have like, like giving them their their like rightful
- 57:35punishment. And not only does the, the the
- 57:42big bad get away, they get away with no real repercussion,
- 57:52right? Like not only do the players not
- 57:55see any actual follow through to all the planning they've done,
- 57:57because the evil king is still around, he's still alive, he's
- 58:00just away now, you know what I mean?
- 58:06And like, even if the players like, ah, yes, I'm king now,
- 58:09it's like, right. But like, like, are you, you
- 58:12know what I mean? Like it, It creates a weird
- 58:14situation where the players don't feel like anything they
- 58:18did was worth anything just to be told, well, after you beat
- 58:23the campaign, you can go fight this guy and actually finish the
- 58:27mission. I'm going to be honest, if that
- 58:29was me at that point, I'm like, I don't really want to do that.
- 58:33I don't know if I totally agree with that though, because
- 58:35essentially what you're talking about is kind of another
- 58:38mechanic that Fabula has, which is the escalation rules where
- 58:42you defeat the villain and then they escalate into a more
- 58:45dangerous version of themselves and and they double down on
- 58:48their, you know, whatever their villain shtick is basically.
- 58:54Kind of I think again, this is the this goes into outside well,
- 58:59so this is this is a rug pull. This is like a rug pull through
- 59:01and through, right? We didn't have any idea this
- 59:04character was a dragon, and to be fair, he wasn't until the the
- 59:07GM Red Fizz bands. This is like right when that
- 59:09came out. This was a literal last minute.
- 59:15Oh, actually, I think this will be a cool idea.
- 59:17You know what I mean? I think that's ultimately the
- 59:19bigger crux of the situation. Yeah, but you can't really ever.
- 59:24But you can't necessarily know when that is or isn't the
- 59:28situation of the GM going, oh, this would be a cool idea at the
- 59:30last minute. So I don't know if you can base
- 59:33the critique solely on that. You know what I mean?
- 59:36Well, from from player to GM, you're right.
- 59:39No, but from one GM speaking to another, I would just say don't
- 59:44do that. That's just a bad idea.
- 59:48I don't know though, sometimes a last minute plan change can be
- 59:51worth it though. You know, like sometimes.
- 59:55I mean I guess it depends on the on it depends on what the build
- 59:59up is to a certain degree. But still, I still feel like
- 1:00:02there can come a certain point where the last minute change of
- 1:00:07plans can actually make a more satisfying idea.
- 1:00:12It can. So I'll I'll put it to you this
- 1:00:13way. When you and I were in art
- 1:00:15school, our professors always said these are the rules, never
- 1:00:19break the rules. But if you do break the rules,
- 1:00:23make sure you do it well, right? That is the same advice I would
- 1:00:28give to somebody who is thinking about doing this.
- 1:00:31I would say don't do it. It's probably not going to work.
- 1:00:35But if you are so dead set on doing it, make sure that it's
- 1:00:40successful, because if it's not, you could tank your campaign,
- 1:00:46which is what happened, you know what I mean?
- 1:00:49Yeah. I still think the problem with
- 1:00:50the example you're giving though, was ultimately a lack of
- 1:00:53satisfaction, right? The a lack of it wasn't so much
- 1:00:57that the villain transformed into a dragon and flew away.
- 1:01:00It was that there wasn't any kind of, there wasn't any kind
- 1:01:05of reward or satisfaction for pushing the villain to that
- 1:01:08point, right? Because presumably from a
- 1:01:12narrative standpoint, what's happening is that you're pushing
- 1:01:15the villains back against the wall.
- 1:01:17And so he has no other choice than to whip out his trump card.
- 1:01:21And from a narrative standpoint, there's, there has to be, if
- 1:01:26you're going to have the, will the villain whip out their trump
- 1:01:29card, there has to be a reason that they didn't do it sooner,
- 1:01:34right? There has to be some kind of
- 1:01:35justification for why they were holding back on that particular
- 1:01:38thing. And it sounds like what happened
- 1:01:41here is that he whipped out the trump card and it it didn't, it
- 1:01:47didn't feel particularly satisfying because it didn't
- 1:01:50feel justified or particularly. Earned.
- 1:01:55Exactly. Yeah, you hit it right on that.
- 1:01:58The players had no way of knowing that this guy was a
- 1:02:01dragon. It was never hinted at or
- 1:02:03brought up or there was no information that we could have
- 1:02:06gotten to have revealed that to potentially have planned for it
- 1:02:12or thought about it or anything. Right in in Fabula, there are
- 1:02:15rules for this. We know that the escalation
- 1:02:18exists. So there has to be in the
- 1:02:20player's mind at least somewhere, an idea that the that
- 1:02:24the villain can pull off a bullshit last minute power,
- 1:02:28right? A la Sephiroth turning into the
- 1:02:30Seraph. You expect that and you can
- 1:02:34reasonably come to the conclusion that that's on the
- 1:02:36table for the players. In that 5 E campaign there was
- 1:02:42no ability for that to happen because it went from one week
- 1:02:48the week before that wasn't the case, to now this week it is the
- 1:02:51case. Yeah, it would like, that's what
- 1:02:54I mean. It wasn't particularly, it was
- 1:02:56kind of a rug poll cause and it, it, it wasn't particularly
- 1:03:00satisfying because of the, the rug polling feel of it.
- 1:03:04But I, I don't think that means it's totally off the table.
- 1:03:11Get what I'm getting? Right, exactly.
- 1:03:12So what what I'm saying is, is, is I would advise against it.
- 1:03:17I would tell you don't do it. But if you're not going to
- 1:03:20listen to me, you got to make sure it works.
- 1:03:22I think that's a pretty fair thing to say.
- 1:03:25I guess I would, I would phrase it more as if you're going to do
- 1:03:28something like that, make sure there's a little bit of a plan
- 1:03:33ahead, you know, an element of, of having it in your back pocket
- 1:03:41and, and thinking ahead to a certain degree and how that gets
- 1:03:47conveyed in the game and stuff. You know, there's, there's lots
- 1:03:50of wiggle room there, but some element of kind of making it
- 1:03:57hinting towards it being at the table, being on the table being
- 1:04:01a possibility. And and again, the other thing
- 1:04:06too is ultimately the players did still win.
- 1:04:09So even if the villain transforms into a different
- 1:04:11version of themselves, whatever their objective in fighting the
- 1:04:15villain at that current moment was, they still got to get that
- 1:04:18right. So if they, if they fight the
- 1:04:20evil king and the evil king turns into a dragon and flies
- 1:04:24off, then the Kingdom that the evil king was ruling over still
- 1:04:28needs to fall, right? Because the, the king is just a
- 1:04:33random, he's just a dragon now. And from the common person's
- 1:04:37perspective, the king was murdered, right?
- 1:04:39They don't know that he, that he is, he and the dragon are one
- 1:04:42and the same. So the, the king, the evil
- 1:04:44Kingdom still needs to fall apart in some fashion because
- 1:04:48the players did still do the thing.
- 1:04:51Right now I, I don't know exactly what happened with that
- 1:04:54particular campaign, if that occurred or not or, or what that
- 1:04:57situation looked like. But you know, that would be the
- 1:05:00thing I would try and keep in the back of my mind.
- 1:05:04Yeah. I mean, as far as I'm aware,
- 1:05:07that campaign, one of the reasons it fell apart was
- 1:05:11because of that. It just was like.
- 1:05:13AI also think it's worth pointing out too, though, with
- 1:05:15that particular I, I almost feel like that campaign's maybe not
- 1:05:19the best example based on the fact that there was already a
- 1:05:23feeling of there was already a feeling of of burnt out going
- 1:05:31around the table, a feeling of like we're kind of done with
- 1:05:36this was already in the air. And then so if you have a group
- 1:05:41that's feeling already a little bit done with the campaign and
- 1:05:44then you pull an asshole at the last minute, that can feel
- 1:05:49especially frustrating. Like I'm already annoyed and now
- 1:05:53you're not even going to give me this final little satisfaction
- 1:05:56tidbit at the end? Now I'm really fucking annoyed,
- 1:05:59you know what I mean? Well, so that event is what
- 1:06:02kicked off that feeling in the 1st place.
- 1:06:03People weren't burnt out until that happened.
- 1:06:11I, I'm not saying you're lying, but I almost feel like I don't,
- 1:06:17I almost don't believe that in the sense of I feel like that,
- 1:06:21that burning out feeling had to been bubbling under the surface
- 1:06:24at a little bit for them to, to react so, so viscerally to that
- 1:06:29moment. You know what I mean?
- 1:06:31No, I, I, I, I think you got it. You have to, you have to think
- 1:06:34about it this way. That was the second to last big.
- 1:06:42Like that was like, yeah, there was like the evil phoenix God
- 1:06:45thing that they were going to fight, but it was like, we have
- 1:06:48to take the Kingdom, and once we take the Kingdom and reinstate
- 1:06:52the like rightful king, then we're going to go fight the evil
- 1:06:56phoenix. So the game was basically over.
- 1:06:57Most of the campaign was about taking the Kingdom back.
- 1:07:02And then, you know, the the overarching villain, which is
- 1:07:07the evil phoenix thing kind of showed itself in the Vecna kind
- 1:07:10of way. So to be told that the thing
- 1:07:15that most of the campaign was gunning towards, which is taking
- 1:07:18the Kingdom back, you have to wait until after the campaign's
- 1:07:23over to do that, that's a massive gut punch, you know what
- 1:07:26I mean? Well, that's not.
- 1:07:28What you were saying before. Is it not?
- 1:07:32I mean, there's more context to it, but like.
- 1:07:35Well I feel like this extra context is important.
- 1:07:37So you're saying that the GM established the final villain
- 1:07:41will be X and then when this whole king turns into a dragon
- 1:07:45thing happened the the GM said actually the final villain will
- 1:07:50be Y instead Is is because that does kind of change the.
- 1:07:55Situation, it's kind of sort of right because the the the actual
- 1:08:00end of campaign villain was going to be the giant phoenix
- 1:08:02thing, but then he sort of presented it as a well, after
- 1:08:07you're done with that, you can do like an epilogue where you go
- 1:08:10fight the dragon. It's, you know, I don't blame
- 1:08:13people for wanting to be like, yeah, but I don't want to do
- 1:08:15that. That's a little different though
- 1:08:18that that I've OK, because now that you've added that context,
- 1:08:24I feel like the the situation has shifted slightly.
- 1:08:26In that scenario, I think the problem is just that
- 1:08:29expectations were set up a certain way and then
- 1:08:32expectations were kicked to the curb for like a weird last
- 1:08:36minute idea. And the problem is that the
- 1:08:38expectations were were shat on a little too much.
- 1:08:42Like it's not so much that the king turned into a big dragon,
- 1:08:45it's that we were told this phoenix thing was gonna be the
- 1:08:50big final goal. And then the king turning into
- 1:08:52the dragon kind of upended the final goal, but not in a way
- 1:08:56that made a ton of sense, you know what I'm saying?
- 1:09:00So. Yeah, that that's kind of what I
- 1:09:02was. Fair enough.
- 1:09:04I Perhaps I didn't provide enough context I.
- 1:09:07Think that context is very relevant here.
- 1:09:09Fair enough, but that was what I was trying to convey the whole
- 1:09:11time, which is why I would say don't do that.
- 1:09:14Just definitely don't do it. Yeah, I mean, if you build up a
- 1:09:17certain villain as being the main villain and then you do a
- 1:09:20complete shift up of who that main villain is, that's kind of
- 1:09:26a different scenario. Like that's a really hard
- 1:09:30premise to land. I mean, it's literally what
- 1:09:34you're talking about is is an 11th hour villain in like the
- 1:09:37worst kind of way. Yeah.
- 1:09:39Right, like basically the game is like this guy is going to be
- 1:09:44the villain and then at the very last minute they're like JK
- 1:09:47nevermind. And the the JK nevermind is
- 1:09:50rarely satisfying, mostly because when you pull that kind
- 1:09:56of AJK nevermind 11th hour villain, you're probably not
- 1:10:00attached to the 11th hour villain very much.
- 1:10:03And so it kind of falls apart, right?
- 1:10:04It's it's pretty much what Far Cry 3 did and.
- 1:10:09Yeah, fucking Hoyt. Yeah.
- 1:10:11And like, yeah, so that doesn't really land, but that's that's a
- 1:10:14different scenario. I I was understanding when you
- 1:10:17were explaining it, I was under the impression of the the king
- 1:10:23guy was always the final villain and just the GM at the last
- 1:10:28minute decided to give him another form, another phase.
- 1:10:32But like, he was always intended to be the final bad guy.
- 1:10:34But you're saying is like he wasn't even really 100% the
- 1:10:38final bad guy. No, yeah, he like he was the the
- 1:10:42stepping stone. He was the Vader to the Emperor
- 1:10:47and then they went no, actually he is.
- 1:10:51He's the beyond that, he's the Emperor.
- 1:10:53Emperor, yeah, he's something else.
- 1:10:56And now we have to. And we didn't even really get
- 1:10:59confirmation. And maybe this did happen.
- 1:11:01I stopped playing shortly after this.
- 1:11:03We didn't even get AI, didn't get 100% confirmation if we even
- 1:11:07took the Kingdom back like I think we did, but like we don't,
- 1:11:11I don't know which is also in a situation where that didn't
- 1:11:14happen. Yeah, I mean, that's a big part
- 1:11:18of it too, right? If if you didn't take the
- 1:11:22Kingdom back in some way, then you're now you're really that
- 1:11:27would feel especially like what the fuck?
- 1:11:33Yeah, definitely a no. Oh.
- 1:11:38It's it's less about in that particular scenario, it's less
- 1:11:41about a don't ever do it and it's like more about kind of a
- 1:11:44bad execution situation. Well, yeah, don't ever do it,
- 1:11:49because that execution of it specifically is bad.
- 1:11:52Of that, yes, I mean that specific version.
- 1:11:55Yeah. All of this to say or to move on
- 1:12:00to the the the second question that Josh posed, which is should
- 1:12:05all games have this style of flea mechanic to them?
- 1:12:12For my opinion, I, I don't know. I'm not 100% sure which way I
- 1:12:18fall on the aisle 'cause I understand Pretty good points
- 1:12:20for both. We we've established in the last
- 1:12:22hour some pretty good points for both.
- 1:12:28On one hand, I I I certainly say that I wish 5E and Lancer
- 1:12:32specifically had one. I definitely think 5 E should
- 1:12:36have it for sure. Yeah, I'm with you on that one.
- 1:12:38I think 5 E should have it and especially for all my butt Matt,
- 1:12:43this is a call out and the best way.
- 1:12:44I know you've lost bosses to your players and you are like
- 1:12:47son of a bitch, but I I I definitely want Lancer to have
- 1:12:55it at the very least. There was definitely like I I
- 1:12:59talked about it at the end of the the first arc.
- 1:13:02I had a boss show up and I, you know, having only been running
- 1:13:06the game for like 3 months, was not 100% on the general flow of
- 1:13:11a boss monster yet. And they clowned it.
- 1:13:16I mean like got a couple hits and destroyed one of the mechs.
- 1:13:18But like ultimately they weren't sweating that hard against the
- 1:13:23Wolfmother mech that I built, right?
- 1:13:25And I kind of wish there was a way for her to come back.
- 1:13:30And I, I literally spent about 5 minutes after they got the final
- 1:13:35kill, I was like, you killed her?
- 1:13:36But let me, I'm looking something up just to see if
- 1:13:38there was anything I could do to get this character to survive or
- 1:13:43fight another day. And in the moment I didn't have
- 1:13:46one. I realized cloning and I think I
- 1:13:50paid it off pretty well, but like.
- 1:13:51I was going to say, I mean, depending on the genre of your
- 1:13:56game, I do think it's OK to pull a little bit of like a surprise,
- 1:14:02not actually dead situation from time to time.
- 1:14:05You know, particularly if you're playing, you know, if you're
- 1:14:08playing fantasy nonsense Game 5 E or, or something like it and
- 1:14:14you have a character, you know, the characters defeat the evil
- 1:14:17wizard guy and then later down the road, oh, the evil wizard
- 1:14:22guy had like a backup spell situation set up where if he
- 1:14:26dies, he turns himself into like a zombie wizard or some shit.
- 1:14:30I I think that's fine. I think that's fine to pull from
- 1:14:33time to time. And depending on the genre, that
- 1:14:36will be harder, easier, right? In fantasy, very easy.
- 1:14:39Like you could be like, oh, he's a weird zombie monster or oh,
- 1:14:42the wizard comes back as a ghost or he comes back as a vengeful
- 1:14:45deity thing. Or, you know, you got lots of
- 1:14:47wiggle room there. sci-fi. You know, you could be like, oh,
- 1:14:51cloning or oh, it's not the same character exactly, but it's the
- 1:14:56memories of that character implanted in another character.
- 1:14:59Like, you know, you got, if it's like modern day now we're
- 1:15:02starting to get like, ah, right. How much wiggle room?
- 1:15:04But I I think it's OK to from time to time be like, actually
- 1:15:09they are still around, just not exactly the same, you know?
- 1:15:13Yeah. That's pretty much what I did
- 1:15:15with the with that NPC. Where she came back as like a
- 1:15:20clone in progress. Like the first time they saw
- 1:15:22her, like two months later, she couldn't speak.
- 1:15:24She was really gone, was basically a zombie.
- 1:15:28And then they saw her again and she looked a little bit better,
- 1:15:31like she looked less sallow. She kind of stood up straighter.
- 1:15:33And then when they fought her again for the last time, she was
- 1:15:37like almost fully back and like was still a little off.
- 1:15:42She kind of lacked that imperial gravitas she had and was a
- 1:15:46little bit more unhinged, but she was still back.
- 1:15:49You know, right, Yeah, I, I think that that kind of thing is
- 1:15:55fine in terms of should every game have a mechanic like this?
- 1:16:00I mean, for the sake of being provocative, I want to say yes,
- 1:16:06every single game ever should do it.
- 1:16:10But like, realistically, every single game?
- 1:16:12No, probably not every single game, but a lot of fucking
- 1:16:15games. Yeah, probably a lot of games.
- 1:16:18So I, I, I kind of posed, I, I turned the question in on itself
- 1:16:22and kind of thought about how many games need a bespoke rules
- 1:16:26for this. I, so I don't think Powered by
- 1:16:33the Apocalypse needs bespoke rules for this.
- 1:16:36Probably not. I think it's very easy to just
- 1:16:39give the boss a move that says like, you know, I'll be back,
- 1:16:48you know what I mean? And the move, the move activates
- 1:16:52if they've died under like specific conditions, right?
- 1:16:57Like if something allows them to pull the move, they can pull the
- 1:16:59move and then they quote UN quote die or they escape or
- 1:17:02something and then they come back later.
- 1:17:04Because you're sort of creating your own your own custom bespoke
- 1:17:10ruling based on what PBTA allows for.
- 1:17:14Yeah. So in that instance, I don't
- 1:17:16think like they need to hard right rules in but what I was
- 1:17:20saying earlier, you know, mention it in in either part of
- 1:17:26the GM's pitch dock, right? Like, by the way, you can do
- 1:17:30this if it makes sense and you have a move for it.
- 1:17:32You know, mentioning it. I think is is I I, I agree with
- 1:17:37you. I think you should mention in
- 1:17:38every game, but whether or not you need bespoke rules for it.
- 1:17:40Maybe I. Don't even know.
- 1:17:42I don't even know if you necessarily even like my brain
- 1:17:46immediately went to Blades in the Dark.
- 1:17:50I don't think any kind of ability to like dodge out of
- 1:17:53death in that way really makes sense in Blades in the Dark.
- 1:17:57And the reason for that is just because from a genre standpoint,
- 1:18:02the idea that this primary, well, first of all, you don't
- 1:18:08really have one main villain in Blades in the Dark, right?
- 1:18:10That's situation number one. You don't have a BBEG in Blades.
- 1:18:15That's not really the style of game that Blades is.
- 1:18:17But then on a secondary standpoint, from a genre
- 1:18:20convention, it would feel weird if the players sort of defeated
- 1:18:25a guy and then he escaped at the last minute, or they thought
- 1:18:28they killed him but they didn't actually kill him.
- 1:18:30That kind of feels a little off genre.
- 1:18:32What's much more common for that genre is, oh, we killed this
- 1:18:36gang leader guy, you know, we took him out and all of his
- 1:18:40cronies and then some new random loser in the gang who was nobody
- 1:18:45before, like Rise, you know, rose up and full filled that
- 1:18:48vacuum. And then the narrative crux for
- 1:18:53something like that becomes not that it's the same guy that
- 1:18:58we're still trying to fight. And the narrative crux becomes
- 1:19:01we're trying to fight the system and this guy is an apprentice of
- 1:19:05the previous guy and is still an element of the system, right.
- 1:19:11So you're coming, it's like a different angle you're coming at
- 1:19:13it from. So I don't necessarily think a
- 1:19:15game like Blades, for example, would have to have it another
- 1:19:18potential scenario or another or not another.
- 1:19:22Another point that's worth noting with a game like Blades
- 1:19:24is you're much more likely to engage an antagonist in Blades
- 1:19:32in a conversational we're not going to fight you type
- 1:19:36situation right because Blades is about criminals who are
- 1:19:39Wheeling and dealing on each other.
- 1:19:41The idea of the player characters engage the villain,
- 1:19:45you know, the antagonist, not even the villain, but the the
- 1:19:48the current antagonist, they engage him in a peaceful
- 1:19:52conversation and talk shit to each other.
- 1:19:55That's going to happen a lot more than a game like D&D where
- 1:19:59it's kind of assumed when you engage the evil wizard man, you
- 1:20:02fight the evil wizard man, right?
- 1:20:03Like that's just the default assumption Blades.
- 1:20:06You're not operating that assumption because you have a
- 1:20:08different genre. You know, if you had a game that
- 1:20:12was. Very Game of Thrones themed.
- 1:20:16You're not going to try and kill every single person that you
- 1:20:19meet. Even if you know they are an
- 1:20:21antagonist, you're still probably going to like talk to
- 1:20:25them or engage with them in different ways.
- 1:20:27So you don't necessarily need that that that ripcord mechanic
- 1:20:34of oh, they escaped the fight, you know what I mean?
- 1:20:38So essentially, if it doesn't make sense for the genre
- 1:20:43convention, then no, I don't necessarily think your game
- 1:20:45needs it. But I do think there's a lot of
- 1:20:48games that don't utilize it that definitely could be utilizing it
- 1:20:52like 5 E because I think for a game like 5 E genre convention
- 1:20:57wise, it makes perfect sense. You know I I'm trying to think
- 1:21:02of like another anti example but you get what I'm saying.
- 1:21:09Largely it's no, Yeah, I I completely agree.
- 1:21:14I think it it certainly is the the ultimate.
- 1:21:17The conclusion I came to is, is really just, it depends on the
- 1:21:22genre convention, yeah. Yeah, You know, for example, a
- 1:21:25cyberpunk game too. I, I don't know if I necessarily
- 1:21:30want something like that in a cyberpunk game because of the
- 1:21:32sort of brutality of the cybershunk cyberpunk genre.
- 1:21:37And also, much like Blades, there is a lot of scenarios
- 1:21:40where you're going to engage an antagonist not immediately
- 1:21:44straight to violence in cyberpunk for, you know, a
- 1:21:48multitude of reasons. Right.
- 1:21:53Or actually here you want a great example where this this
- 1:21:56kind of a mechanic probably I would have a hard time making
- 1:22:00make sense, Kane? Yeah.
- 1:22:05Right. Like I don't see in a scenario
- 1:22:08where you can make it feel really satisfying in something
- 1:22:10like Kane, because the whole idea is that slow build up of
- 1:22:15information and gathering everything until you get to that
- 1:22:19final, like that final crescendo of the confrontation.
- 1:22:23It would be a tough sell for the enemy to get away.
- 1:22:25And there might be a way to make it work in Kane that I'm not
- 1:22:27like thinking about. But my gut reaction, I look at
- 1:22:30Kane and go, eh, probably not. Yeah, and like, I think it's
- 1:22:34worth mentioning, just because we're saying the game should not
- 1:22:37have rules for it doesn't mean that you can't do it, right.
- 1:22:41Well, that's the other thing too.
- 1:22:41You could do it. Without rules, yeah.
- 1:22:44And if in like in Cyberpunk, for example, if you want to turn
- 1:22:47your villain into atom smasher, you can do that, right?
- 1:22:50Have your, have your guy come back as a full Borg.
- 1:22:53Fuck it. And that could be cool in the
- 1:22:55Kane version. Maybe you, you know, the, the
- 1:22:58way it works right, is the the person who manifests the sin.
- 1:23:00You take them into custody and you know, they get trained as an
- 1:23:04exorcist. But like maybe there's a
- 1:23:06situation where they lose control and the the sin breaks
- 1:23:10out again in Kane headquarters, right?
- 1:23:12Like that could be cool as fuck. So there's exceptions to every
- 1:23:16rule. We're talking about unique,
- 1:23:18bespoke written mechanics into the rules.
- 1:23:21Yeah. I mean from a narrative
- 1:23:22standpoint, you have pretty much infinite possibility to to play
- 1:23:28in wiggle room in terms of making it a bespoke mechanic.
- 1:23:34It it, it's good to have as a bespoke mechanic when you are in
- 1:23:37a situation where the genre would benefit from it.
- 1:23:44You know, if it feels like it's gonna come up a lot, then you
- 1:23:47give it a bespoke mechanic, right?
- 1:23:48The whole reason that Fabula Ultima has a mechanic where
- 1:23:51villains can escape and come back later is because that is a
- 1:23:55super common trope of JRPGS where you fight the same dude
- 1:23:59multiple, multiple times and you slowly build up your hatred or
- 1:24:03your admiration or your, you know, or even just your
- 1:24:06relationship with him, right? I was saying to Isaiah
- 1:24:09yesterday, in Final Fantasy 10, you fight Seymour like 4 times
- 1:24:16and every time it's a different fight and he's like upgraded
- 1:24:19himself in a different way. And the reason the game has you
- 1:24:22fight him four times is so when you finally get to that last
- 1:24:25confrontation, there's a ton of emotional weight to it because
- 1:24:29yeah, Seymour's an antagonist, but he is also like kinda on
- 1:24:34your side and kinda not at the same time.
- 1:24:37And you, you hate him and you want to fight him.
- 1:24:42But there's a little, there's, there's an element of Seymour
- 1:24:44where you look at him and go, oh, under slightly different
- 1:24:47circumstances, we would have been really good allies, you
- 1:24:50know? Yeah, like Seymour's ultimate
- 1:24:52thing is that he is a slave to his faith.
- 1:24:55He's not a bad guy. He's just blind.
- 1:24:58He's totally blind to a certain to a certain degree and really
- 1:25:04doesn't believe that the God he believes in is actually the
- 1:25:06harbinger of destruction. And and he also doesn't believe
- 1:25:09there's any other option too. Like he doesn't, he's like, this
- 1:25:12is the only way to do it. What do you mean?
- 1:25:14And the whole thing about the main characters in 10 is that
- 1:25:17they're like, no religion makes you think that there's only one
- 1:25:22way to do it, but there's not. And it's stupid to just blindly
- 1:25:25believe like that. And so the combination of the
- 1:25:29tension and the fact that Seymour is kind of a mirror to
- 1:25:34Yuna, right? Like Yuna and Seymour are kind
- 1:25:37of the same character, just gone down a slightly different like
- 1:25:41branch makes that all this emotional weight build up.
- 1:25:44So the fact that you fight him four or five, it might be 5
- 1:25:47times actually, it's definitely three I can think of.
- 1:25:52And then I don't know at. Least three, I can definitely
- 1:25:54think of three. There might be two others, one
- 1:25:56or two others I'm not thinking of, but all of those fights
- 1:26:00contribute to that emotional build up.
- 1:26:02And so that genre convention in JRPGS is why Fabula has that as
- 1:26:09a as a mechanic specifically because Fabula could have not
- 1:26:12made it a mechanic and just given it to you as a suggestion.
- 1:26:17But when you make it a hard line mechanic, you kind of give the
- 1:26:21GM permission. Like this is a not even
- 1:26:23permission you tell the GM when you make it.
- 1:26:26When you make a mechanic, you say to the GM, this is a thing
- 1:26:29you should do because it's a mechanic.
- 1:26:31And if, if the the designer spent time on making it a
- 1:26:34mechanic, that means the designer is believes it is worth
- 1:26:37your time as opposed to it's worth investing in, as opposed
- 1:26:42to general advice, which a game might give you advice, but
- 1:26:46advice is a little like lower cost, lower investment.
- 1:26:51So a game might say you should do it this way, but that doesn't
- 1:26:54mean you absolutely must or that doesn't mean that the game
- 1:26:58thinks it's super high value. But if the game makes a mechanic
- 1:27:01out of it, they see the value in it.
- 1:27:06So that's that's that's the not the seesaw like that's the you
- 1:27:14have to play between those two positions of like not saying
- 1:27:19anything about it and having a full on specific mechanic for
- 1:27:22it. And then somewhere in the middle
- 1:27:23is maybe suggesting it as an idea but not committing to it
- 1:27:28too hard. Yeah, worth mentioning too,
- 1:27:31there is a time and a place for both, right?
- 1:27:32Like we've talked about several times, like, OK, yeah, there's a
- 1:27:35rule for how to do this, but like, I wish the game would give
- 1:27:38you advice for how to implement it versus a game giving you
- 1:27:42advice but not providing you any mechanical depth on how to
- 1:27:46execute the plan. Actual execution on, Yeah.
- 1:27:48No rule to actually execute upon the advice, yeah.
- 1:27:51Yeah, both are very important. It's, I mean, yeah, the, the,
- 1:27:59the, the grand summation of the whole premise is that it has to
- 1:28:07be a delicate balance between keeping the narrative
- 1:28:12interesting and still allowing players to have that
- 1:28:16satisfaction and how you dance between those two positions.
- 1:28:23And sometimes, maybe not even sometimes maybe 5050, I don't
- 1:28:29know, there will be situations where you try, you're like, OK,
- 1:28:34I'm going to do this because I think it's going to have that
- 1:28:37narrative satisfaction and the players will be just straight up
- 1:28:39pissed. And you just got to kind of let
- 1:28:42them be mad and just roll with it.
- 1:28:43Like that will also happen sometimes because that's true.
- 1:28:48In the back of your mind, this is GM.
- 1:28:49You're like, I know this is going to be worth it.
- 1:28:51So I'll just let them be a little mad, you know?
- 1:28:52Yes. And like, here's the thing,
- 1:28:56sometimes that's a good thing. A A passionate reaction is a
- 1:29:02reaction. Right.
- 1:29:04What's the saying? The the opposite of love isn't
- 1:29:07hate. The opposite of love is is
- 1:29:08indifference. Indifference.
- 1:29:10Yeah, yeah, yeah, right. Yeah.
- 1:29:13You want to have a reaction, you want to get something.
- 1:29:15If you get just man, if you get shoulder shrugs, that's the
- 1:29:18worst case scenario. Yeah, that is, as we say in the
- 1:29:22biz, massive Els dawg. That is big Els.
- 1:29:24Yeah, I mean, pretty much across the board, if you're GM Inga
- 1:29:27game and you're doing and you do, you do something that you
- 1:29:31think might be a little bit of a controversial move.
- 1:29:34If you just get like no reaction, they just don't really
- 1:29:37care. That is the L If you get them a
- 1:29:42little bit mad at you and get a rise out of them, even if
- 1:29:47they're genuinely mad still, you still kind of mission
- 1:29:51accomplished, you know, like. Yeah, I mean, you shouldn't be
- 1:29:54striving to piss your players off, but understand that like.
- 1:29:57But there is an element of like, you still kind of did the thing
- 1:30:00you were trying to do, and hopefully after they're done
- 1:30:03being mad, they will cool down and see the light, right?
- 1:30:07See the vision, right? That's what you want.
- 1:30:10But yeah, completely, completely blank stares is hell.
- 1:30:17You know, it's like when the comedian tells a controversial
- 1:30:19joke. The two scenarios are everybody
- 1:30:22laughs because damn, that was a really controversial thing to
- 1:30:24say, or everybody gets really pissed off and he gets a rise
- 1:30:28out of the crowd. Those two scenarios for the
- 1:30:31comedian are both good. The bad scenario is everyone
- 1:30:34just goes and then there's silence.
- 1:30:38The. Silence.
- 1:30:39Crickets is the worst. Yeah, for sure.
- 1:30:43You. Always want to avoid the
- 1:30:45crickets. Yeah.
- 1:30:51You know that feeling you you're thinking about it now.
- 1:30:54I've had, I've had crickets before, Yeah.
- 1:30:56And like everybody asks when, when you're running a campaign,
- 1:31:00nothing is worse than crickets. Yeah.
- 1:31:03And and that is one of the that is one of those unspoken skills
- 1:31:07that people don't bring up a lot when it comes to GM ING is how
- 1:31:11do you pivot away from the crickets, right?
- 1:31:14What do you do? You have hit crickets now what?
- 1:31:17Right. And a lot of people kind of
- 1:31:20flounder in that scenario. And it it is a learned, it is a
- 1:31:24practice skill to really figure out how to get out of the
- 1:31:27crickets, the crickets conundrum.
- 1:31:29Yeah, the. Value of crickets.
- 1:31:32The secondary skill is knowing what is and isn't crickets.
- 1:31:37Sometimes you get crickets because you just didn't provide
- 1:31:39enough information, which is good.
- 1:31:41That's that's where you want to be, right?
- 1:31:43You're like, OK, simple solution, just provide the
- 1:31:46information. But if people are just not
- 1:31:48interested and then you get that, those crickets.
- 1:31:52What breed of crickets have you invoked?
- 1:31:55Yeah, yeah, You got crickets. You got locusts.
- 1:31:57There's also, there's also the crickets of contemplation, which
- 1:32:02is not inherently bad, right? Sometimes you do the thing and
- 1:32:06there's a silence of, of contemplation that can be good.
- 1:32:11And sometimes you want to let that rock a little bit, like let
- 1:32:14it let it Stew for a certain period of time because that
- 1:32:20means the players are kind of, you know, actively thinking.
- 1:32:23Of course, the trick. In that scenario, the trick
- 1:32:27becomes how long do you let it Stew?
- 1:32:30Yeah. Which is a different a slightly
- 1:32:32different skill. Yeah, you know you're on the
- 1:32:34right path if someone mutters fuck under their breath after a
- 1:32:38couple seconds or somebody once you once you hear the.
- 1:32:43Fuck yeah. Or, or if somebody does the
- 1:32:46like, if you if you get silence for a minute and then hear the
- 1:32:50like, OK, hold on. Yeah, yeah, that's me.
- 1:32:54That's me a lot being like, alright, hold on, hold on.
- 1:32:56Hold on, hold on, hold on. Yeah, or or a player actively
- 1:32:59said or, or sometimes you as AGM will go to talk.
- 1:33:02Like you get the silence and you're like, Oh no, this is a,
- 1:33:05you know, bad cricket reaction. And then you go to say something
- 1:33:09and the player goes, no, no, wait, hold on.
- 1:33:11I'm thinking hold on, hold on. Yeah, I'm thinking, I think, I
- 1:33:13think and. When you get that response, and
- 1:33:16if you get that response, you as AGM go OK?
- 1:33:19And then you just sit back and go.
- 1:33:20I'm just, I'm gonna be quiet. Yeah, you're saying?
- 1:33:23Oh hell yeah. OK.
- 1:33:23Then you let it Stew, because that's a good stewing.
- 1:33:27Yeah. Yeah.
- 1:33:30All right. That that was kind of all I had.
- 1:33:34I think we did good. Yeah.
- 1:33:39Like I said, it just, it got me thinking based on the
- 1:33:41conversation we had and like I thought about myself as a
- 1:33:45player, myself as AGM players that I've played with, players
- 1:33:48that I've run for. And it was.
- 1:33:51It was definitely an interesting sort of conversation to help
- 1:33:57myself about how often I would like to see it and and how much
- 1:34:02how widespread it should be implemented.
- 1:34:05Right. I, I mean, I will it, I will
- 1:34:10admit that, you know, I, I personally have a tendency to
- 1:34:18when I talk about stuff like this.
- 1:34:20I am I am aware that I have a tendency to make it sound like a
- 1:34:24little bit. I have a little bit of a just do
- 1:34:26it forehead energy sometimes when I explain something like
- 1:34:30this. A bit.
- 1:34:32Which I I'm aware of, it's just, I don't know, it's just the way
- 1:34:36I talk. It's just like a weird, it's a
- 1:34:37thing. But I will say with this
- 1:34:41particular thing, just do it. Forehead is true to a point, but
- 1:34:45I will admit that it is a delicate balance, you know?
- 1:34:48It's a line, yeah. That yeah, there's a line and
- 1:34:51you're going to teeter on both sides.
- 1:34:55Even if you've done it a whole bunch and you're kind of
- 1:34:57practiced on how to execute this idea of actually the villain
- 1:35:02escapes, you're still going to teeter back and forth on both
- 1:35:05sides of the line of feeling shitty and feeling good.
- 1:35:09You're going to wiggle wobble across both sides no matter what
- 1:35:11because it's it's pretty much impossible to stay perfectly in
- 1:35:14the middle. So I acknowledge that it's not,
- 1:35:18it's not a thing of just do it and you'll be fine.
- 1:35:22But I'm saying go for it. Basically, I'm saying go for it
- 1:35:28because when you do, it's going to be sick.
- 1:35:31And when it doesn't work, you just kind of go.
- 1:35:33It didn't work so much that time, you know.
- 1:35:36Yeah. Like the the reward is worth the
- 1:35:39risk. I guess is is an easier way to
- 1:35:42put that. Yeah, it can be for sure.
- 1:35:50Oh no, no, yawn. Excellent yawning, yawning
- 1:35:54timing. I can talk.
- 1:35:56Yeah, yeah. But yeah, I think that's that
- 1:35:59has been us. Feel free to follow us on your
- 1:36:04social media platform of choice. And you think about tossing
- 1:36:08Brett here a dono on our coffee. And yeah, we will see you next
- 1:36:13time. Maybe he's motherfuckers.
- 1:36:17Unless the heat death of the universe.
- 1:36:18Consumed us all, of course. God I hope so.
- 1:36:23He's some fucks.