Using Loses to Help Advance Your Story
A lot of times when going to see a film people are expecting
the happy ending. Except for maybe a handful of horror movies the villain
doesn’t win. Empire Strikes Back is my favorite of the three original films
because it leaves us with the villain out ahead. So why don’t we see the big
bad actually being the victor in most games? Is losing that bad for the heroes?
There’s an old adage about learning more in defeat than in victory. So can your
heroes learn from a decisive loss to your antagonist?
I think it all depends on how you frame it. A loss shouldn’t
be the end result of an entire campaign. But one or even multiple losses during
the middle part of a game can often compel the heroes to do better. In the
search for pieces of an artifact what if the big bad’s minions get there first
and make off with some of the pieces. This happens often but in most games I
find the heroes are always winning the day. But they still have a chance to
defeat the villain before he can actually put the artifact to use, even if he
has collected all the pieces.
One of the other hurdles I see is that many groups will
fight to the death at every instance. Especially when a GM usually fudged die
rolls or doesn’t allow character deaths, the players will just try and
persevere. It often needs to be impressed upon the players early in a campaign
that it’s ok to flee. Or even if the bad guy has the ability to kill the
players he choose not to. Let them know that they would have died but he thinks
their beneath him and so he doesn’t finish them off.
Capturing player’s is a difficult method of handing the
party a loss. If we look at the end of Empire Solo’s capture is part of the
party’s defeat. But in a game the player of solo would now be out of a
character and that can be unfair. I find capturing important NPCs works better
for this type of defeat so that the group still has some one to rescue but one
player doesn’t need to make a new character.
The last issue is the sparing use of defeat. If the players
feel like they are being stymied at every turn then they’ll feel like they have
no chance. In wrestling the bad guy will often beat on the good guy for a while
building up hatred in the fans. But the good guy needs to get a little back,
even if he gets cut off again not to soon after. This is called the hope spot
and you need to give your players hope.
The ebb and flow of the games drama can be seen in victories
and losses. And it’s ok to have more losses than victories because if the
player’s succeed in the end all that heartbreak will be vindicated. The
question becomes what is the right win to loss ratio for your group. That’s
something you’ll have to figure out for yourself. But if you can find the right
balance you can really enhance your story telling.
I’ve used defeats in my game but how have you used them in
yours? How many losses are you willing to give your players? How do you guide
your players to a setback without killing them? What kinds of failures are your
group able to handle?
Everyone likes a big win after any
defeat. If the CRB has helped you find your success, please consider becoming a
supporter. Monthly donations of as little as one dollar can be made to my
Patreon. A one-time donation can easily be made to my Paypal. Every bit helps
me keep the lights on so I can concentrate on bringing you the content you
deserve.
The CRB has been growing as a community on social media.
Please join us on Facebook, Google+, Tumblr, and Twitter. My inbox is open on
all forums for questions, comments, and discussion. If you don’t want to miss a
beat make sure you sign up to have the CRB pushed directly to your e-reading
device with Kindle Subscriptions through Amazon.
No comments:
Post a Comment