#RPGaDay2018 numbers 6-12

6) How can players make a world seem real?


By having an innate sense of direction in the world, and knowing the way things work in it. If the players can all point in a direction to say where something is without a map, you know they have their bearings in the place and are sharing that same sense of space. If players feel comfortable playing a scene with NPCs they’re hosting, and almost no input from the GM, they may have the world in their head, and under their fingernails.


7) How can a GM make the stakes important?


Technically. I mean, the obvious way is to change a difficulty number or something, but I prefer something a lot more organic: by driving the characters to care about something or someone. Since partial-retirement from the ADRPG scene, I run a lot less parties of sociopaths. I’m a sadist – I want to find where your buttons are… but I’m not cruel. I don’t necessarily want to punch them.


8) How can we get more people playing?


Invite them. And make sure our invitations are specific, and oriented towards making everyone feel as welcome as we can… which means getting out of our comfort zone a lot of times – trying to see how exclusive our groups might feel and breaking it down so that old legends and assumptions are replaced with new.


9) How has a game surprised you?


I was really pleased at the way Dogs in the Vineyard taught me to make failure a part of a character, literally, by assigning dice as consequences to some actions. I kind of adopt that for a lot of places.


10) How has gaming changed you?


As I’ve never not been a gamer, that’s hard to tell. I like to think it means I’m willing to keep somewhat more of an open mind because I have heard some stories, man.


11) Wildest character name?


Sjilana. Or M8k. I have nothing on the way Gorto the World King makes names, though.


12) Wildest character concept?


Nightlife game, “Weird Thing,” was a blue muppety creature who had an antagonistic relationship with bananas.

2 thoughts on “#RPGaDay2018 numbers 6-12”

  1. Paul Czege, thanks! It’s a goal of mine, and because it’s important to me, I think about how to make it happen a lot.

    I think it’s a combination of things that get players there: first, player initiative has to be rewarded and has to be canon. I really prefer to not walk things back, but if I have to, I am going to make it the smoothest I can with as much input as possible. The second is strictly the comfort of familiarity. I like to build the world with my players, and there has to be anchors and landmarks that they can use, whether those are people or places. If my wizard’s tower is to the north, I’ll mention if you can see it from a window as something that nearly touches the sky. If my innkeeper is an inveterate punster, well, you can bet I have a list of the worst and encourage the players to add to it. (shrug) As a player, I want to see what the GM wants filled in, which is its own set of anxieties, but I want to be sure the wizard’s tower hasn’t moved. Darned wizards.

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.