It’s hard to make RPGs that build, maintain, and deliver on tension at the right points of a story. Systems that don’t allow for tense scenes or palpable stakes just don’t have grip. And yet, if a system engages too directly with tension and action, the outcomes it produces feel trite. At worst, an errant die roll can derail a campaign that took weeks or months to build. While I think there are a lot of different techniques for pacing a story, I’ve come to believe there are a few overarching modes a system might be aligned with.[1]
- NB: As with all the times I’ve suggested deconstructing ideas, I don’t actually think these are the only ways RPGs influence the tension of their games. I also think that a single system might use any or all of these approaches in different ways at different times. I find it useful to separate them out and talk about them, though. [↩]
Tags
3:16 Carnage amongst the Stars action announcements Apocalypse World authority balance Becoming Heroes being awesome blank pages boundaries cards character creation choice D&D death design designers Dread epic Et in Arcadia Ego Exalted Fiasco fun game tasting gaming Gen Con GM history How We Came to Live Here Leverage mechanics models motivation Mouse Guard My Life with Master narrative space Primetime Adventures setting situation Spirit of the Century story theater theme theory world-building
WP Cumulus Flash tag cloud by Roy Tanck requires Flash Player 9 or better.
Archives
- May 2013
- April 2013
- March 2013
- November 2012
- October 2012
- September 2012
- August 2012
- July 2012
- June 2012
- May 2012
- April 2012
- March 2012
- February 2012
- January 2012
- December 2011
- November 2011
- October 2011
- September 2011
- August 2011
- July 2011
- June 2011
- May 2011
- April 2011
- March 2011
- February 2011
- January 2011


