Doing a Cool Move
Doing a Cool Move
Doing a Cool Move - Sam Sorensen
Doing a Cool Move
Doing a Cool Move - Sam Sorensen
When I play an RPG (or RPG-like game), I want to know upfront: is this a storytelling kind of game, or a problem-solving kind of game? The rulesets that try to blend both often feel like they pick up the worst of both worlds, demanding players switch between two very different sorts of minds or risk spoiling the whole affair.
This is an interesting point I'd thought about before but never articulated.
I think it was part of why I didn't gel with one of my old DND groups. They'd sometimes be faffing around doing "funny" stuff, but I mostly was sticking to the "use your resources wisely or perish" mode of DND.
y'd sometimes be faffing around doing "funny" stuff, but I mostly was sticking to the "use your resources wisely or perish" mode of DND.
This is why, a letter of intent is important when recruiting for a new group. Explaining before session zero what's your GM style and all the other important points. Beer and bretzel games are a legit way to play, but not suited for everyone, the same applies to tactical mini or to intense Role-playing. The earlier the players the better
That is a lot of text. Like, I want to read it, and the reference to buddy's three rules of TTRPGs is neat, but it rambles.
Yeah, definitely a bit of a longer read, and I feel like the ending of the article could have had more of a completed thought / conclusion, but all the same it really got me thinking in a good way.
I think I the article is really good because it does capture a feeling I have been trying to focus on for my next game - that feeling of doing something cool.
Deep in the ocean of words, the author said something like "doing stuff your character can do according to the rules of the game isn't cool". And I totally disagree.
Choosing the right thing, at the right time, to help your party (or even better, enhance your party's abilities) feels pretty good, and gets accolades at the table.