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About simontvesper

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  • RPG Biography
    Playing since 1993, familiar with a dozen different systems, currently rewriting AD&D to suit my style and purpose.
  • Current games
    D&D, home brew based on Birthright.
  • Blurb
    Father, Christian, Soldier, engineer, logistician, gamer, writer ... and not necessarily in that order.
  1. I think it's meant more as . . . "The PCs can conceivably do anything the NPCs can. Take over a continent and usher in a new age of darkness and despair? Absolutely, but you have to form an army, raise the capital, fight your enemies, defeat the heroes sent to stop you . . ." Same for things like becoming a god. Yes, the players should have the option to pursue that goal. No, obtaining that goal does not have to be easy. Yes, the GM needs to know how the PCs might achieve that goal, if that's what they want out of the game.
  2. Corollary: There's no such thing as too much information. Too little will produce paralysis in your players, or encourage them to take a wrong direction. More information will give them something to work with. Even if you lay out the villain's entire backstory and plan for world domination, the players still have to do something about it.
  3. I have a few posted on a blog. Should I copy/paste here or is it appropriate to just link the URL?
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