I've run countless Solar Echoes games,
and each time I run another one, I notice new things. It is difficult
to predict the mileage each person will get out of different
experiences in the game. There is an aspect of these experiences that
needs to be carefully measured: difficulty. This is managed by the
MC, and there are several approaches one can take. It is easy to
strictly follow the mission as written, regardless of the
circumstances the players might have placed themselves in, but in my
opinion, it is the job of the MC to keep things challenging,
sometimes even right at the edge of seemingly impossible, but to
still make sure the players have a chance to succeed. It's much more
fun for players to feel like almost all hope is lost but then emerge
later with success—this is what makes them feel heroic. Yet one
recent scenario in Solar Echoes was received differently by two
players. The situation was that the two had taken cover inside a dark
cave because somewhere outside, hidden among the rocks, were two very
accurate and deadly snipers that had already managed to critically
injure one of the team with a single shot. There was a point where
the players felt helpless and trapped—they knew that poking their
head outside was suicide. Yet through discussion and a plan of
desperation, they managed to use a distraction, run quickly for
cover, and locate the snipers during the process as they were shot
at. The team was able to kill the sniper team, and, though the
players' characters were injured from the encounter, they survived.
The reaction to this experience from the players was very
informative: one loved it, but the other felt it was too difficult,
perhaps even unbalanced.
No comments:
Post a Comment