Well, I asked for more comments...
Seems like I've been hit with a mild wave of spam comments. I'm unmercifully deleting them as soon as I discover them. So far, this purely manual approach has worked, but I might need to look for more-permanent solutions. If anyone has any suggestions (other than just turning off comments, which I'd rather not do), please let me know.
I've been mulling over an idea for a post. I'm intrigued with the commonly-felt desire by a GM to force his players along a given path. but I'm way too tired to try and piece it together tonight. Under a big project for school right now--so I'm not sure when it will get posted. But I'll give you a teaser. If you feel the need to force your players along, then something's wrong with the game. The players should be chomping at the bit like a pack of rabid wolf puppies...except you don't use bits on wolves...can horses get rabies?...Too tired...brain broken...sleep now.
-Rich-
Semi-random, somewhat opinionated thoughts about pen and pencil role-playing games. I hope to create a forum for discussing the care and feeding of story and plot in a RPG. Many of my theories come from my experience as a struggling fiction writer. I feel that there can be a healthy cross-pollination between the two mediums.
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Adventures in the Wondrous City of Cathlarian
So, sometime before Christmas, my son asked me to run a D&D game for him. I've been mostly running narrative focused games lately. ...
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Ok, I'm a little late to the game, but I just saw Chris Chinn's post on specialization in point-buy systems. Let me start by saying...
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All RPGs have one thing in common. To succeed, the players must trust the game master, the other players and the game system itself. Trust i...
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I admit it. I prefer rules-light systems, and apparently I'm not alone. Most narrative games seem to lean towards simpler, more streamli...
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