Whenever someone complains about a
movie adaptation of a novel, telling me how it was “so different”,
my response is always the same: it should be
different. Some storytelling techniques work really well in one
medium but translate badly to others. Role-playing games are just one
more medium of storytelling, and there
are some narrative devices that they just don't do
well.
If
you've seen Ocean's Twelve,
you probably remember the scene in which the rival thief has to dance
his way through the network of motion detector beams. For two minutes, we are transfixed by his every step and motion,
appreciating the grace and technique that lets him weave through the
room. In an RPG, this moment is almost completely lost:
“I want to dodge the lasers,”
says the rogue's player.
“Cool,” says the GM, “roll
Acrobatics.”
“37. I am a beautiful animal.”
“You certainly are. You're
through, no problem.”
Similarly,
videogames can capture really satisfying reflex-based adventuring
moments- timing a jump perfectly from one platform to another,
dodge-rolling under a giant's swing, or finessing a lock with a bobby
pin. With the dice separating players' actions from their characters,
it's hard to get that same visceral satisfaction.
I can
think of plenty of other examples, but there's just one takeaway message that I want this post
to have for all of them: if the moment matters, the players (and GM) should think
about what medium would do it best, and try to recreate that
feeling. Go for the climactic slow motion of the movies or the controller-gripping
instinctual button mashing of the console platformer.
Compare:
Player: I'm gonna try to jump to the
airship.
GM: You poor brave fool. I like it!
Roll Athletics!
Player: ...three successes?
GM: Nice. You're hanging off one of
the struts.
--vs--
Player: I'm gonna try to jump to the airship.
GM: Alright, so Liam starts running
across the roof. The airship is actively getting farther away from
the building. Last chance, one more step and you're committed...
twelve stories down if it doesn't work... definitely doing it?
Player: gaaaahhhhh! Yes...? Yes.
GM: Your foot's on the edge. And you're rolling publicly, no takebacks, no retcons, with the knowledge that character death is permanent.
Player: Yep.
GM: And he launches! He clears eight feet out no problem, but starts falling with four left to go... roll your Athletics,
sir.
Player: ...three successes?
GM: you get it with one arm. Your
legs are flailing around through the air, but you're hanging off one
of the struts.
And conversely:
GM: The door slams shut and
something in the wall clicks. Reflex save.
Player: I don't have time to wedge
something in the door? What's the save for?
GM: No time for wedging, no. You
want to sit and make a Perception or trust your reflexes?
Player: Reflexes. Rolled a 16.
GM: Cool. Your spidey sense tells
you there's a massive arrow trap behind the wall gearing up to shoot
you. You can move forward into the corridor or stand here and try to
dodge the arrows.
Player: Nope. I'll take a careful
step forward. Perception?
GM: No time.
Player: Well I can't imagine this
going wrong. I step forward.
GM: And another reflex save!
Player: What, really? More arrows?
GM: Nope, this time the floor's
falling out from under you.
Player: I am the worst rogue... 8.
GM: Congratulations, you found a pit! 7 damage and you
have a spike through your calf. Everything is terrible.
--vs--
GM: The door slams shut and
something in the wall clicks. Reflex.
Player: What?
GM: You have 4 seconds. There's a
LOT of clicking now. Give me a reflex save.
Player: buh... 16.
GM: The square you're in is about to
be filled with arrows. Move forward or take them. 2 seconds.
Player: I move!
GM: Reflex save. 2 seconds.
Player: 8...?
GM: AND INTO THE HIDDEN PIT! 7
damage and you have a spike through your calf. Everything is
terrible.
In the
first example, the GM waits to call for the dice roll until the
absolute last possible moment. In the second, she forces the player
to act quickly to simulate what his character is experiencing.
Players
can do this too. If you're doing something cinematic, describe
every part of your action before you roll the dice. The buildup will either make you look incredibly cool, or will fail spectacularly. Either way, that action meant something to you, and now it's now more
memorable for the whole group.
I feel
like I should put this disclaimer: I am not just advocating more verbose and poetic
roleplaying. The difference between “you hit it” and “you slice
through its guts, spraying blood and goblin screams through the air”
is pretty obvious and pretty well known, and if used overmuch, gets stale fast.
I'm advocating specifically
speeding up or slowing down your narrative to fit the kind of scene
you're trying to create. If you find yourself wishing your game were a movie (or a book, or a manga, or a videogame) isolate the elements you want from that medium and bring them to the table.
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