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. [↩]