Recently my GM and I held a postmortem of a game that left us dissatisfied. At the adventure's and all the players discussed what we would do next. No person was eager to continue the story line. The GM and I agreed it wasn't the best play through, the was ending sub-par. The game had become cartoonish; Players glossed over the the more interesting elements for conflict and exploration. In the end, we all decided to pick something else for the next season. Maybe next year, we shall revisit the “cartoon.” Shortly thereafter, that old story line was forgotten.
What we had played in the “cartoon,” was a revamp of something the GM had enjoyed some years ago. It was successful in the past, but not appreciated by veteran role-players. Our team bravely pushed back against the struggles set in our path. We had teamwork down a science and found several ways to solve every possible problem. Those solutions however, became cliche. We muscled past every conflict, and that was all we did. We rushed to the ending. When we arrived at the final scenes, encountering the ancient evil, we attempted to brush it aside. We were not able to overcome in the same vein as our earlier enemies. Our repetitive behavior did not succeed at game's end.
We were not destined to out muscle everything. A different resolution was supposed to take place. Yet, we did not gravitate to alternatives, and one by one we failed to fight our way out. By then, we were conformable in our routine choices. Comfortable as well, with the consequences that had favored us before. We pressed forward hard, to no effect.
Thus a disconnect ensued. Abruptly, all our plans failed, it was not the ending we were expecting. Equally unexpected were are actions to the GM. Soon, The heroes were knocked out, some with fear, others by having their bone's shattered. In the final moments my hero's destiny arrived. In that moment of glory I asked, “What did we even want again?”
The Game was off the rails. A quick decision had to be made and it all felt hollow. I committed suicide to save the party, not as a heroic deed, but because I couldn't think of anything better to do. Then I sat back and watched my teammates run away, as the GM gave a final eulogy about sacrifice for the greater good. Destiny gave safety to the heroes, but they did not deserve it. This happy ending was misplaced. It wasn't the real ending, or the real destiny, the game was over because it had no where to go.
Recall the necessity of player's choice. That is their special power in a role-playing game. The GM's unique power is to administer the consequences for the choices players make to the GM's setup. This back and forth is a tennis game of shared storytelling. Events leads to decisions, that lead to consequences, that provide for choices, that lead to events. This is the normal dialogue of Choice - Consequence.
Things destined, break this cause and effect. Destiny is independent of the choice – consequence dialogue. If something is part of Destiny, it will occur regardless of choices made. Regardless of what transpired beforehand. Independent of all the players wishes and intents. It is a great interruption to normal game play, and is easy to abuse.
This does not mean that a RPG cannot have a destiny. Players can certainly elect to give heroes destinies. GMs also can prepare events in a game to be “scripted,” and happen independent of the players' say so. Remember, that destinies are not part of the normal dialogue. These destined events are purposefully predetermined. Meant to be another dimension atop the deterministic tennis match, of choices and consequences. Destiny will always be a separate layer of events, and cannot fulfill the needs of cause and effect.
When my moment of destiny arrived, the end was near. No one else could act. This was not only because I destined to interrupt the regular game, but also because they were near death. Yet, the opportunity, that was my destiny, was not clear. All the foreshadowing of our bravado led us into doom. A happy ending was not foreseeable. At that time I had convinced myself that the heroes were to all die.
The destiny felt hollow, as it overturned the choice – consequence dialogue. This ending did not compliment the heroes, it merely side-stepped their doom. Doom fell on us because of our poor choices.
I want to stress, that the ending was not dissatisfying because of the destiny. Nor because of the interruption. It was because the Destiny arrived, as a last chance for choice. When no choice should have had the consequence of saving us. It was an ending roughly stuffed in. Everything we had done before gave us failure.
Perhaps the destiny should have been that I led the heroes to their end, bitterly fighting to the last in a vain attempt.
“A New Hope” ends on a happy note. Luke had the destiny to destroy the death star, and he agrees to this destiny. Despite the tie-fighters, turbo lasers, and Darth Vader, he accepts his 1 in a Million shot at firing proton torpedoes. His choice doesn't guarantee the happy ending. The story could have gone otherwise. Star Wars could have been the tale of a valiant defeat, and not a decisive strike at evil. Luke's choice doesn't mean he will win. Destiny guarantees that ending. We are most excited for Luke not when the Death Star Blows up, but we he decides to go for it. The actual explosion is “scripted,” as the event, the effect, that follows the most important element in the story, the choice.
What a dumb movie it would be, if he decided not to take his chances, not to choose trusting in the force and the Death Star explodes anyway?
Thus I stress to you, Players and GMs, to compliment the choice – consequence dialogue. Provide destiny where it matches the proper choices of role-players. Feel free to cheat, ignore die-rolls, and write over whatever you had planned. The resolution is not the climax, or the final destination. The real ending, occurs a few minutes before a heroes eulogy, or the award ceremony.