Dungeon Funtimes axioms
Here are some pieces of advice I keep coming back to. This list may grow and change over time, but here are the best, most unique tips I can offer right now:
- By design, player characters are tiny, egotistical war machines. Players are taking on the roles of world-saving heroes with incredible powers, and most of their class features are combat-centric. If your most important tool is a warhammer, all of your problems are going to look like animated skeletons. So yes, if an NPC slaps a PC, it's the dungeon master who started the fight.
- Player characters are good at what they do. It's not much fun to roleplay a character who's bad at their role.
- Alignment describes. It doesn't define.
- Structure is not stereotype. Having a strong underlying structure for a storytelling format with as many moving parts as pen-and-paper RPGs helps you have fun and tell satisfying stories.
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