Eske
Junior Member
Very good points, all of them. This is why I posted the idea here, so thanks.Dragnar said:Mechanics like this can be great - but (to vastly oversimplify the issue because it's 3 AM...) they are also potentially dangerous. Interest curves, dramatic tension, whatever you want to call it, managing the intensity of an experience over time is extremely important to a good game. And integrating that management into the mechanics themselves makes the players feel it all the more.
The issue is that if you're going to do this, you'd better make very sure that your mechanics regulate that curve properly - And the proposed mechanic here does not do that effectively, not entirely anyway. Turning a failure into success to drive the tension up is perfectly fine, given the circumstances a player would do such a thing under, it will almost certainly give the proper climb to that curve. But your suggestion for how to lower the tension has one simple issue: It is under the control of the players. This means you are taking away one of the MOST important powers the GM has - the power to choose when the plot comes to a climax. Take a look at all the other examples of these sorts of mechanic people have given: This is why, in every case, the GM is the one who chooses when to 'discharge' the effect. When to use up the additional power the players gave them. And until they do, the players know what they have hanging over their heads, serving to reinforce the intensity of the situation all the more.
Or, TLR... The mechanic has potential, but you need to be very careful that you don't hamstring the GM's plans by letting players discharge the 'Escalation points' by their own actions, when it may or may not be dramatically appropriate.
(Also quite bluntly, you cannot limit what obstacles/enemies the GM can throw at the players. You just can't. Even if it might be a noble effort or improve the game, the GM has Rule Zero on their side. You never want your mechanics to oppose the GM without very good reason, so I'd suggest not relying overly much on that particular bit.)
As it is written explicitly in my first post, ES never limits the GM's ability to do anything. He has all the power a normal GM has, all the time. The point of an ES is to help the GM manage the intensity. As you point out, this is at the core of a good game - how do you ramp up and down the tension effectively?
The concept of the GM using the ES as points may have been overstated, since the game I am working on needs to be completely compatible with most genres of games. This means that a GM running a standard fantasy game can use the points strictly to increase combat or obstacle difficulty using ES points.
I am developing Modus to support games where the ES can have much more interesting uses in concert with other Modules. The idea of having an intensity mechanic can make or break a system, but with a modular concept, you can attach different, exclusive Modules to the basic ES module, thereby bypassing that danger.
Thanks again for the thoughtful post.