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Dramatic Finishes Make Games Better

🕑 Added 2023-09-08 14:09:53 +0000 UTC
Dramatic Finishes Make Games Better

Comments

If you think of it as Cut Them Down vs Let Them Go, it becomes more clear how you're supposed to feel about each result.

Chad Desrosiers

What if there was some kind of test to influence the likelihood of the enemy becoming a problem down the road?

KingGurke

It seems a little counterintuitive to me, that "Retreat" is not the safer option of the two.

Roman Penna

I really do enjoy the idea of Cut - makes it very cinematic.

GubDM

I also don't love this solution, but I understand the decision. I prefer situations like in League of Legends where you have a limited time to use your power advantage (numbers advantage in this game) because as the match drags on longer, it becomes more and more of a coin flip. Death timers get longer, Gold differences matter less as people reach full build, etc. I would prefer to see something like the God of Chaos choosing a champion from among the surviving creatures and making them suddenly scary if the players take too long -- buuuuut that wouldn't be the most robust solution for every setting. Or even every combat in a setting it did make sense in.

GubDM

"karaoke at the end of existence" would be a great adventure name

MCDM Productions

Hey Matthew! Thanks for your enthusiasm here. The game is being built with the idea that a group is using a grid and miniatures for combat. Movement, ranges, and effects are described in the number of squares they use and positioning matters a lot. We'd rather commit to one thing and do it well than try to do two things only okay. Since this is an explicitly tactical game, so we're committed to the grid in our design because we think it's the best choice overall for the game. We know that's not for everyone, but so we want to be upfront with folks about what the game expects and not try to hide the design. I am sure some folks will run it without a grid, but that won't be part of our design. -James

Decoy

Fantastic!

Eirik Hem

Hi, I'm quite new here so I might have missed a bit of the previous design choices. Most of what I read about this game sounds fantastic and I can't wait to try it, but this mechanic does noe quite do it for me. It sounds unfullfilling for the players and the dm. The tiny anticlimax after the last foe goes down feels great. How about building up threat instead so the last few enemies can use it to hurt the players long term resources (like health insead of stamina), so the last two goblins are actually desperate, cornered and very dangerous. This could balance against how many resources the characters have buildt up, so if the battle is even and the characters are scraped for resources the two remaining goblins would not be that dangerous either. In a way it would make the last enemy a mini-boss even if they are just a goblin.

RGMD

Where do we sign up to get a playtest packet on the discord?

Robin Baggett

This is hugely inspiring. Upon first glance I was skeptical and thinking "well this feels like GM fiat" and "what about players who might feel robbed of not being able to play our their cool next turn?". But adding objectives to combat just completely elevates combat as a whole. "The duke's son has hired you to steal an artifact from his father's chambers. But don't kill anyone, I beg of you!". "You have to survive 5 rounds/waves if enemies and hold the line for reinforcements or the castle gates will be breached!". Adding objectives sounds super fun. Great examples provided.

Brandon Bates

This makes me think of the parts of warcraft 3 where the cool cut scene takes over after you finish all objects in the level. Awesome!

Arash - Game Narrative 101

I don't know what, if anything, this means but It's fascinating how even these early pieces of this development are making my current 5e campaign and games better, especially given that this game is not being made with any consideration given to 5e. I designed my players' next adventure with objectives at its heart before learning about this part of development, and now the design and adventure is so clear to me just because I'm looking at this through this system's design and... it just works! The system does a great job providing robust design that actually covers all types of objectives that evolve from storytelling naturally (at least all that I can think of). So stoked.

hadnerfaln

Sounds like this is definitely headed in the right direction. Calling "cut!" and divvying up the results sounds like an excellent tool. I do however wonder if the dramatic finisher/retreat choice has to be binary? I can definitely picture situations where my players would like to tie together one or two loose ends but don't mind others routing. If the reward system is based on how many creatures flee or die, couldn't the choice be more granular? (That might be a question for a later date, of course, once the main idea is sure to stick.)

Kuroshi

I love the way you are continuing to put good GMing principles into the rules of the game. I think it will really help new GMs as they learn.

Marc Schelske

A great and fun strategy to get rid of 5E combat slog. I love it and am looking forward to trying it out.

Michael Skelly

Requesting that some section of some adventure, or some interlude somewhere be officially named "Karaoke at the End of Existence."

Kwint

Hi, I love the way things are going and the refreshing ideas. Amazing job, MCDM ! For the greedy-players-trying-to-slow-fights problem : what about capping how much resources player can carry over a fight and increasing that threshold alongside their levels ?

NealSig

I believe in the last q and a livestream they mentioned there are certain titles you can get from coming back from the dead that mark you in some way. I could easily see there being similar titles for harrowing experiences that a hero survives.

Tony Sladky

I'm excited about how I envision this system naturally impacting Encounter design. And about how it might create interesting choices between "Slug it out with the monsters" or "Go for the noncombat objective" which is something that feels pretty lacking in D&D.

Temple Pate

I'm still curious to know if there's still a way to "kill" the player. Going back to the Captain America reference even he died in a heroic and awesome way, or perhaps a super dramatic way that also reminds the players that there can be consequences. Perhaps a permanent injury or something, or just an actual death. I do agree that too much of it can be bad but I think using it as a tool for inspiration and dramatization would be a neat thing to have in this system. (Apologies if I've just overlooked this discussion already) Secondly, can we have a post about people using this system in their own worlds? I'll be honest many DMs have said they won't be able to use this system in their worlds because it'll be too linked to Matt's, even though I've mentioned otherwise. It would be nice to have something to send to them and be like "look they mentioned here that it can be done!"

Gogo M

I think the problem is that then the players have no reason to choose Retreat! If Dramatic Finish kills everyone AND gives you resources, then it becomes the best choice in every situation. Narratively speaking, I guess you could say that the players used those resources they would have gotten killing the enemies, instead of letting them get away.

Gogo M

I think this is a good way to put written rules to what is ostensibly common sense. I already do something like this in my DnD 5e games ever since I started using minions in earnest. Being able to freely design fights with more enemies without slowing the game down (something that was basically not possible before minions, in my opinion) means that sometimes, the players will "complete" a fight before all the individual actions have been taken to mop up the field. I haven't done it in the other objective based ways described here, but those kind of situations just haven't come up as much. The extra scenarios here are honestly good little writing prompts for creating more dynamic encounters as well.

NealSig

I love objectives for combat. They can really make combat more dynamic. I am a bit confused about Dramatic Finish vs Retreat, though. It almost feels to me like the rewards should be reversed? If we've established in the fiction that doing things in combat builds up resources, then wouldn't dispatching all remaining foes reward the same? And likewise for the Director, if the foes retreat (and they can come back later), to me that seems like a more natural place to give Threat. Of course I am not a designer and am not suggesting changes, but I wanted to voice my bit of confusion with an otherwise great post.

Caleb Plehn

That "1 Last Health" solution is brilliant! I love having a small, simple alternative to appease certain player types that this approach would otherwise annoy. Being able to sometimes throw this option in is really neat. Nice job.

Matthew B

I love this. Gotta find a way to use this to in my current game. Still feeling tactical combat fatigue though so I hope the game isn't too hard to run off the grid.

MCDM Productions

Check out the #playtest_info channel for information on how to join the Playtest Pool. There are no tests at the moment, but there should be more soon! -James

Akri

This seems like a fantastic solution. And having the players choose between generating Threat or possibly having bad guys come back later (but getting their player resources) sounds like a really fun way for players to impact the game. I've lately been playing a system where the GM gets "Doom points" and it can be a lot of fun to strategize with the other players over whether to take options that help us but give the GM more doom. And I imagine as a Director it will be fun to hear "No don't do that! He has enough Threat already!" from a panicking player :D

Rhys Cottle-Vinson

Does anyone know where on the discord we can sign up as volunteer playtesters? These rules sound awesome, and I want to try them out with my table.

Richard Miller

I wonder if there is a circumstance where the players could call cut. I'm reminded of Harrison Ford pulling his pistol on the swordsman instead of the fighting out like the script called for. I also wonder if this might be an opportunity to build in the opposite condition--the Director call's Cut because the PCs are going to loose. Give them a similar choice Cut and Run or Get Captured.

David Russell

I really like how elegant this solution is for a party complex issue. I was wondering about resource buildup and this does seem like a great way to both prevent the players from being degenerate do to the rules encouraging it. And it can cut down on game time


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