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simontvesper

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Posts posted by simontvesper

  1. 24 minutes ago, BWP said:

    OK, my players can't cast spells, so no NPCs can cast spells.  Got it.  Although ... kind of gives the PCs a bit of an advantage, doesn't it?

    Also kind of nerfs those NPCs planning to cast a major ritual to wreak destruction and havoc, since the players (and even the PCs) aren't (usually) able to do that.

     

    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.

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  2. 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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