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Re: [DL] Anticlimax (Was:Too easy!)



Hi,
    Then again there was the time my Marshall introduced an evil NPC who was
supposed to be a persistant thorn in our sides.  Unfortunately, in the first
encounter my PC (not knowing the Marshall's nefarious plans (TM) ) made a
called shot to said thorn's noggin.  So much for the thorn.  He couldn't
even come back harrowed! ;-)
          Daniel Gwyn
"The discrepancy between faith and the facts is
greater than is generally assumed."
From "The Bridge of San Luis Rey" by Thornton Wilder

-----Message d'origine-----
De : Ivan E <ivan_gaming@yahoo.com>
À : deadlands@gamerz.net <deadlands@gamerz.net>
Date : March 9, 2002 8:31 AM
Objet : [DL] Anticlimax (Was:Too easy!)


>--- Jason Young <jason_d_young@yahoo.com> wrote:
>> There's nothing more deflating than rolling a 23 on
>> your 2d6 shootin' only
>> to see it go for naught as the Marshal tosses one
>> measly chip back into
>> the hat.
>
>By the same token...
>
>Typical advice notwithstanding, I've found that an
>anticlimax can be just as effective as a massive
>shootout, at least in Deadlands.
>
>The posse has often already been through massive
>fighting, they're bloody, bruised, and sore. They have
>some chips left, sure, but so does the Marshal (I also
>carry them from adventure to adventure), and they're
>probably ready to win by the end of the game.
>
>With that reasoning, I will occassionally refuse to
>spend chips to finish the adventure 'the way I wanted
>it to', provided there's some tension building up to
>the anticlimax. I'll refrain from using game examples
>(thought you can read them on my website, if you like)
>and provide the best cinematic example I can:
>
>Indiana Jones goes through a massive fistfight, is
>confronted with the biggest, toughest villain in the
>group - and shoots him dead with no trouble. Great
>scene, everyone laughs, the game continues.
>
>Used properly, this kind of buildup and release can be
>really effective - and it also makes your players
>really, really pumped. Watching their faces when you
>tell them they hit the major black hat right between
>the eyes in the first round of combat is something to
>treasure - and something that keeps them coming back.
>
>- Ivan
>http://www.gamesgroove.com/ivan/DustAndBones/
>
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