

TPT #370: The Illusion of Choice & Schrodinger’s Ogre
Jul 4, 2024
Dive into the intricacies of player choice versus narrative control in tabletop RPGs. Discover how to force an outcome when necessary, while still boosting player engagement. The hosts share a thrilling battle from 'Gates of Mourning' and the innovative concept of Schrodinger’s Ogre, blending strategy with humor. Learn effective tank build strategies, and enjoy a candid discussion on evolving D&D rules as they reflect on listener feedback. It's a perfect mix of tactics, storytelling, and personal anecdotes for RPG enthusiasts!
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When Forcing Outcomes Is Justified
- Forcing an outcome can be necessary when you need a specific moment to happen in one session.
- Do it rarely and only when the narrative payoff justifies limiting choice.
Send-Off That Didn't Happen
- Shane planned a send-off for a player named Cameron but the player no-showed.
- That experience highlighted risks of forcing events that depend on attendance.
Manage The Clock, Then Narrate
- Work the session like a clock and decide how long you can let players deliberate before you must move them to the set piece.
- If needed, narrate travel to shortcut to the planned scene so the session ends on time.