I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.
- William Blake
Friday, January 28, 2022
Monday, January 24, 2022
Here is the idea: sometimes, improvisation (i.e., coming up with things on the fly) leads to railroading (or quantum ogres, illusionism and similar things), and sticking to pre-written material (settings, mechanics, etc.) is a good defense against this.
- Improvisation: the art or act of improvising, or of composing, uttering, executing, or arranging anything without previous preparation (source).
- Railroading: Railroads happen when the GM negates a player’s choice in order to enforce a preconceived outcome (source).
- Illusionism: A term for styles where the GM has control over the storyline, by a variety of means, and the players do not recognize this control (adapted from this source).
I decided to write this after watching a video from a popular creator (whom I like) with these kinds of GM advice:
Saturday, January 22, 2022
- If you liked book A, you might like book B.
- Conversely, if you didn't like book A, you'll probably dislike book B.
- If you have many books to choose from (let's face it, we will never read everything we want), choose book A over book B.
- It establishes a (subjective) hierarchy of book preference that is clearer than giving a book "four stars" (or, even worse, "seven out of ten", which means basically nothing), etc.
- It creates imaginary "feuds" between books, authors or fans (I enjoy both Tolkien and Moorcock greatly, despite Moorcock's unfounded criticism of Tolkien; I also enjoy The Witcher despite Sapkowski, AFAICT, never gave Moorcock due praise since it's such an obvious influence).
Wednesday, January 12, 2022
Sunday, January 09, 2022
Wednesday, January 05, 2022
Here is the idea (source):
After a creature rolls for damage, they *can* propose a manoeuvre. The defender may choose whether to accept the manoeuvre or take the damage. Manoeuvres include disarming, pushing, stunning, blinding, breaking gear, tripping, pickpocketing, climbing, restraining, etc. The GM should veto impossible manoeuvres.