simontvesper
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Posts posted by simontvesper
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16 hours ago, Daniel Stevenson said:
The Description Principle: While you shouldn't overdo it, describing your players' surroundings is important for immersing them in the game world. Saying, "You enter an enormous cavern lit by softly glowing moss that covers the walls" is much more interesting (and helpful!) than simply telling them, "You walk into a cave."
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.
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I have a few posted on a blog. Should I copy/paste here or is it appropriate to just link the URL?
Summoning RuneQuest Gamemasters
in RuneQuest
Posted
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.