Posts Tagged by enabling player fun

Dysentery_thumb.jpg

  Kevin: Ok, I’ll use a spell to purify the water coming from this spring so that we can drink it without worry. You know how Hank can be a stickler about those things. Hank: Hey, you want to go out in the woods of a medieval fantasy setting and camp, you’ve got to deal with some dysentery every once and a while. Remember… Everyone: Oregon trail! Lucy: Yeah, we know. But can’t we just assume we do this stuff? Hank: And what if I…

No matter how roleplaying heavy or interactive a game is, it usually contains conflict that the characters engage in. I can’t remember ever having played in a game where there was no challenge for the characters to overcome. Even in the most non-combat oriented games I’ve played in or run, there was something for the characters to set themselves against. In a game of Bunnies & Burrows that had no combat, we had a food shortage and pilgrimage that needed to be undertaken and played…

When I get the chance to be a player I am generally pleased to play along with the story going on. Whatever published adventure or lovingly crafted personal story framework the Game Master has worked out is generally great by me. When I’m a Game Master however, I tend to get player input before I ever build up the scenarios of the actual game and I react to flags and indicators that the players throw out, wittingly and unwittingly, while we are gaming. This approach…