N01H3r3 wrote:Actually, from both playing and running games. If the Doom Pool is low, it signals an opportunity to rest and recover (because such will be easy). If the Doom Pool is still large, then recuperation is not so easy and there's a sense of a threat still looming large upon the horizon.
It's particularly effective if the Watcher makes a point of narratively equating the size of the Doom Pool with the trouble and mayhem caused by villains, collateral damage and so forth. In essence, the Doom Pool becomes a part of the problem to overcome, rather than just a resource for the GM. It kind of evokes that idea that a hero doesn't rest while other people are in danger.
Interesting! For the most part, I don't experience fluctuations in the doom pool that way, when playing a hero - they don't make me feel anything particular about
the story. What makes me feel a particular way about the story are concrete fictional events. "The spaceship you left Cammi on is about to blow up." "There's a Hulk somewhere in Washington, DC." "Karl Lykos says SHIELD is on their way to kill him so he won't reveal the truth about their Antarctic operations." Contrariwise,
You only have a 25% chance of succeeding at a healing roll feels, at best, mechanically inconvenient, and at worst, just kind of annoying.
It doesn't really represent an impetus to action, just an impediment to one set of them. That is, I can make a recovery roll whether the doom pool is small or large. It's simply that if it's large I may as well not bother. Meanwhile, if the spaceship is going to blow up, I'm going to try to get Cammi off the thing no matter the size of the doom pool. A five-die doom pool doesn't make me more inclined to try to save her than a two-die doom pool does.
Contrast that with a couple of other Cortex Plus mechanics. Put me in a Leverage Timed Action, where the bomb goes off in three beats? That's genuine mechanical reinforcement of narrative tension. If I want to keep that bomb from going off, I have to succeed at X, Y and Z within three rolls. Add a ticking Scene Complication (from MHRP: Civil War) to an action scene? It represents a concrete, fictional thing that
is getting worse. Again, as a player, I feel a direct, esthetic connection between the mechanic and the story.
Hm. Suddenly I'm thinking that the problem with trying to make the doom pool work as a tension meter is that it's Telling not Showing! It's a soup of polyhedral adjectives and adverbs when good storytelling requires verbs and nouns.
I can think of exactly one exception to the above in my experience so far. In the All-Star Marvels "Suicide Hulks" event, the Newvengers were tracking the final Hulk, in civilian form, through NYC, trying to prevent or minimize a rampage. In this case, there were two crucial contributors: 1) We knew by now that a Rampaging Hulk uses the doom pool. 2) Therefore, we could take actions directly against the doom pool to reduce or eliminate it - e.g. by covertly evacuating areas around the Hulk; deploying surveillance around him; getting rescue units into place. These actions were rolls against the doom pool, with successes removing doom dice. That drew a clear connection between the mechanical fact - large doom pool - and the fictional situation across the two crucial dimensions: we knew exactly what the doom pool represented and we had a meaningful course of action in direct response to that.
Doing all those things, even though they weren't fight-y, meant that we were in an action scene. But I suppose the fact that we rushed to enter that action scene - and exit transition - counts.
N01H3r3 wrote:Along those lines, in the game I regularly play in, other players in the group have even taken to viewing a failed action or reaction that removes a lot of dice from the Doom Pool (because the Watcher spent several dice to ensure that the hero fails) as a success in its own way.
Oh absolutely. As a Watcher, I particularly stress this when introducing new players. "You lost that roll, but since I spent three of my five doom dice in the course of it, it was a really effective loss."
Jim