#but it blows my mind how good their communication/collaborative storytelling is. NOT TO BE parasocial or anything but yknow what i mean
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definitely something that’s been said before but i’m listening to the media club plus q+a and keith is talking about how he don’t understand a dm hiding dice rolls from players. and it made me think about how a lot of my favorite moments in actual play media come from failed rolls. like first of all failures make successes more satisfying of course. but as story beats themselves i love when things go wrong and i love when actions have consequences <3 i eat it up every time
i really admire that about the fatt crew: they never seem afraid of failure meta-wise. like there are scary in-universe moments, sure, but those get talked out or adjusted if it’s needed (which definitely contributes to embracing bad rolls. as far as i remember it’s only happened a couple times but it’s kinda refreshing to hear them go “we recorded an entirely different scene and hated it so we’re redoing it”. when you know something like that’s an option it makes it a lot easier to risk failure). like there are moments where they choose to fail an action because it’s more interesting that way, sometimes without even rolling. they’ve played a couple systems now where the player chooses their own type/level of harm. idk. failure as an opportunity instead of something to be avoided at all costs is so powerful
#fatt your emphasis on ttrpgs as storytelling mediums instead of strictly games to win will ALWAYS be famous#also austin is a great dm who knows how to make interesting roll failures. but we’ve known that#friends at the table#technically mc+ ? it’s fine#it’s like. idk. it’s an edited podcast and they’ve been playing for a decade so it makes sense they have such a handle on it#but it blows my mind how good their communication/collaborative storytelling is. NOT TO BE parasocial or anything but yknow what i mean
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