mardi 17 février 2015

Encouraging the Dresden Files Effect

Cross Posted from http://ift.tt/1MvoXLP.



In the Dresden Files, and in lots of fiction, the heroes actually fail a lot and get beaten up, lose, etc. before they ultimately succeed in the end. This makes scenes dramatic - you don't KNOW that the hero is going to succeed. I usually have trouble envisioning how to move the adventure forward in such a case, so I never really have my players (regardless of systems) ever fail.



How do you come up with ways that the story can move forward if your players fail their current, immediate course of action (e.g., fighting some bad guys, convincing NPC X of Y).





Encouraging the Dresden Files Effect

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