Difference between revisions of "Exceptional Events"
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+ | [[Category:Narration Patterns]] | ||
[[Category:Dynamic Patterns]] | [[Category:Dynamic Patterns]] | ||
[[Category:Patterns]] | [[Category:Patterns]] | ||
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=== Examples === | === Examples === | ||
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== Using the pattern == | == Using the pattern == | ||
− | The main issue with designing for [[Exceptional Events]] in a game is rather obviously to choose what uncommon or rare events, and actions that can cause those events, should be possible in the game. | + | The main issue with designing for [[Exceptional Events]] in a game is rather obviously to choose what uncommon or rare events, and actions that can cause those events, should be possible in the game. One common requirement is however that they are [[Irreversible Events]], at least in the sense that the consequences cannot immediately reversed. |
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+ | The use of [[Randomness]] is solution that can cause [[Exceptional Events]] in itself (e.g. through making people feel [[Luck]]) of through more specific patterns that more guarantee remarkable events through having effects that otherwise would not be possible. [[Critical Results]] is the pattern that catches most of these patterns, with [[Critical Failures]] and | ||
+ | [[Critical Successes]] as more specific case; still more specific and related to [[Combat]] is [[Critical Hits]] and [[Critical Misses]]. | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Betrayal]], | [[Betrayal]], | ||
[[Character Defining Actions]], | [[Character Defining Actions]], | ||
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[[Open-Ended Die Rolls]], | [[Open-Ended Die Rolls]], | ||
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[[Spectacular Failure Enjoyment]], | [[Spectacular Failure Enjoyment]], | ||
[[Surprises]] | [[Surprises]] | ||
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=== Narration Aspects === | === Narration Aspects === | ||
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== Relations == | == Relations == | ||
+ | [[Leaps of Faith]] | ||
+ | [[Imperfect Information]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Emotional Engrossment]], | [[Emotional Engrossment]], |
Revision as of 12:16, 3 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
events that very rarely occur and do so unpredictably, fumbles and rare effect of these, open ended die rolls, etc.
Contents
Examples
Using the pattern
The main issue with designing for Exceptional Events in a game is rather obviously to choose what uncommon or rare events, and actions that can cause those events, should be possible in the game. One common requirement is however that they are Irreversible Events, at least in the sense that the consequences cannot immediately reversed.
The use of Randomness is solution that can cause Exceptional Events in itself (e.g. through making people feel Luck) of through more specific patterns that more guarantee remarkable events through having effects that otherwise would not be possible. Critical Results is the pattern that catches most of these patterns, with Critical Failures and Critical Successes as more specific case; still more specific and related to Combat is Critical Hits and Critical Misses.
Can Be Instantiated By
Betrayal, Character Defining Actions, Open-Ended Die Rolls, Spectacular Failure Enjoyment, Surprises
Narration Aspects
Since Exceptional Events may be memorable and be the starting point for Game Instance Stories, it can be considered a Narration Pattern.
Consequences
Exceptional Events provide potential starting points for Game Instance Stories, and can in themselves or through the stories people create about them cause Emotional Engrossment. Since they are by definition uncommon and thereby unexpected, the possibility of having Exceptional Events in a game lessens the Predictable Consequences of that game.
Relations
Leaps of Faith Imperfect Information
Can Instantiate
Emotional Engrossment, Game Instance Stories
Can Modulate
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Can Be Instantiated By
Betrayal, Character Defining Actions, Critical Failures, Critical Hits, Critical Misses, Critical Successes, Critical Results, Irreversible Events, Luck, Open-Ended Die Rolls, Randomness, Spectacular Failure Enjoyment, Surprises
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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