Sunday, January 31, 2010

You can't do that in RPGs

Wow, this guy explains some really interesting things about role-playing...that I never considered. A dungeon is a flow chart...a means for controlling players. Okay, I sort of knew that. But this fellow goes on to say that players wanting to go off the rails of the gamemaster-developed plot is inevitable and should be embraced. This makes me feel like games that negotiate control between player and GM explicitly are really on the right track.

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