You can also see this with combat units, only with them it is morale. Though, momentum and morale can be much the same thing. The belief, the firing up needed, to believe that you can do it, you can accomplish something. It can be amazing to feel it, and when you are swept up in good momentum, or high morale, it really does seem like you can give 110% or more.
Next, because I'm a big geek, I started to wonder if this applies to RPGs at all? Now, obviously the players can get on a hot streak, start rolling really well and really destroy the opposition. But is that the same thing? Sure, the players will feel good during it, but I don't know if it would count as momentum. I've seen luck turn bad far too suddenly for me to believe it. See, in RPGs we use dice - or cards at times - to determine what happens. Those dice give you the same chance of success or failure every time though. Yes, you can catch breaks. You can roll the amazing roll needed to pull off the big, but hard to do, thing. But that isn't going to really improve anyone's chances of riding that momentum and boost to morale.
So, I guess the question for this discussion is 1) am I wrong? Does Momentum actually exist buried within the systems (or a particular system) for RPGs, just waiting to show up and change things the way it can? 2) If not, how would you, or can you even, add it into a situation? Would it be worth giving bonuses for the breaks? Do you then have to give penalties when things are going poorly? Could it be an effect off a critical? "Whenever you pull a critical off, all allies gain +1 to all checks this round" and just apply that to both sides?
What do you think? Sound off on it below.