C is for Choices, Context, and Consequence (Part III)

Created: 2025-02-08

consequences, that deserves a posting of its own, because the idea of consequence has changed the most in role-playing games.  Indeed, I would go so far as to say that, in mitigating consequences, role-playing games have also limited choice, and limited the meaning of context.

See in context at C is for Choices, Context, and Consequence (Part III)

Created: 2025-02-08

In the case of Dungeons & Dragons, this mitigation against consequence first reared its head (in a strong sense) in the DragonLance modules, where the GM is admonished to keep a certain NPC ambiguously alive no matter what happens.  In a weaker sense, mitigation against consequence can be seen as early as White Plume Mountain, where there is an encounter that “scales” to the PCs’ condition at the end of the module (or is omitted altogether!).

See in context at C is for Choices, Context, and Consequence (Part III)

Created: 2025-02-08

In the last blog, I mentioned that “decision paralysis” is sometimes the fault of consequence.  This occurs when all the choices seem bad, and the player(s) have no expectation of being able to achieve a good outcome.

See in context at C is for Choices, Context, and Consequence (Part III)

Created: 2025-02-08

if the GM is admonished to keep certain NPCs alive to fuel the story within official adventure products, why would the GM not conclude that the continuity of his expected storyline is more important than ensuring that the choices the players make is meaningful?  There are some GMs who refer to this as an “illusion of choice” – I believe it is an illusion of an illusion.  Most players see through it pretty quickly, and some will do increasingly foolish things to test the walls of their cage.

See in context at C is for Choices, Context, and Consequence (Part III)

Created: 2025-02-08

it behooves the prospective Game Master to ensure that there are many chances for good consequences as well as ill.  Good consequences don’t have to mean treasure.  They can be people who try to help the PCs in some limited way

See in context at C is for Choices, Context, and Consequence (Part III)

Created: 2025-02-08

And, if you can master this interplay, no matter what else you fail in, you will always be able to attract and hold players.  “Context à  Choice à Consequence” is probably the most important thing a Game Master can bring to the table.

See in context at C is for Choices, Context, and Consequence (Part III)

Created: 2025-02-08

The proliferation of mitigation against consequence is probably due, at least in part, to the extended time it requires to create a character in certain game systems

See in context at C is for Choices, Context, and Consequence (Part III)

Created: 2025-02-08

If you are playing a game of this nature, it is best to use a system (such as Action Points or Fate Points) that allow the player to decide when to mitigate consequences

See in context at C is for Choices, Context, and Consequence (Part III)

Created: 2025-02-08

In conclusion, role-playing games are about making meaningful choices.  If you enable your players to do so, even if you have difficulties mastering other parts of the game, you can be a good Game Master.

See in context at C is for Choices, Context, and Consequence (Part III)