vendredi 29 mai 2015

Ideas for Going After Players

A lot of the GM Advice I've been reading, and my own recent play experience, have led me to the conclusion that going after the players (not in a bad or hostile way, but making the person/environment opposition active and very challenging/harrying) produces much more satisfying sessions (with the end result being that players still get to be awesome and achieve their goals).

I'm currently running V20 in a Dark Ages setting, but I run lots of other stuff too.

What things have you done or do you keep in mind to "harry" the players and get this satisfying effect?

(Cross-Posted in RPG.NET (because I still get great advice from there sometimes) and Google+)


Ideas for Going After Players

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