Yesterday, I talked about the primary danger of building the world literally as the players interact with it: that the players, having no idea where to start, will just sit in the only defined space and let the world come to them, creating a reactive/reactive style feedback loop potentially leading to complete shutdown. Not much [...]
I think we’ve all had this problem at some point, usually after a while of trying to keep our players on our nice pretty plot and discovering they’d really rather be finding things out. Heck with it, we think, next time let’s give them what they want. And that’s when the trouble starts.
We begin—and we [...]