Friday, 23 September 2005

Story Logic vs Game Logic

In the movies, the villain always has a big monologue about how he's going to take over the world. Or, he escapes at the last minute, and threatens to return and wreak his revenge.

In a role-playing game, time spent talking is time wasted - the PCs will act, and probably kill you. Likewise, the PCs will never let a defeated enemy get away, or leave a fallen opponent for dead - they will always make certain of the death, and almost certainly search the body as well.

The thing is, in D&D this is fine - it's a game about killing things and taking their stuff.

However, it doesn't work nearly so well in Star Wars, Call of Cthulhu, or many d20 Modern games. It probably doesn't make sense in Vampire either, but then, that game's not really supposed to have many fights to the death either, it's just that the system makes it hard to avoid them.

There isn't a solid solution for this. I think, perhaps, the GM needs to discuss campaign feel with the players before it starts, and then give out bonus XP for sticking with the feel of the genre. I just wish I felt better about advocating that position.

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