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Art isn’t always for challenging the audience, but a creative community needs that if it’s going to thrive. RPGs aren’t doing that. By “challenges,” I don’t mean Maybe old D&D rules kicked ass! or I bet we can do this without a GM! because these things don’t have wider social relevance. This also applies to [...] Participant fudging and fiat are excellent techniques for all RPGs (and other games, but they’re really great in RPGs). People say a lot of silly things about it for three reasons: Peer pressure. The history of RPGs is the history of things you can’t do, and various strategies to veil, deny or accommodate that fact. I recently put my homebrew SF game on hold to get back to our previous Star Wars Saga campaign. Now I like Saga in a lot of respects, but all in all I think it has too many rules, requires too many “build” style decisions and limits my ability to improvise while drawing from the [...] I think the RPG scene is plagued with two tendencies that feed from each other, blocking gamers’ ability to get regular games off the ground, but these disguise a bigger social problem. Phantasm is my local convention. It’s a great get together: a small convention in one room, focused on roleplaying games. There are other games there, but RPGs, rather than being the sideshow, are the main dish. I’m not a big fan of game conventions, but I’ve warmed up to them mostly because I get to [...] I have mixed feelings about the Old School. So, here’s part one of the GM as God series. This article is pragmatic and tip-filled. I’m going to jump around between straightforward business and the Art, though. |
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