Exceptional Events
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. To a lesser degree Open-Ended Die Rolls can also cause Exceptional Events through Randomness.
Surprises can also cause Exceptional Events and do not have to be based on Randomness. For example, a Betrayal is typically a Surprise and a noteworthy event. Other patterns that can increase or more or less guarantee the likelihood of Exceptional Events include Spectacular Failure Enjoyment and Character Defining Actions which fundamentally changes the Characters.
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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