Tuesday, July 6, 2010

Dragon Storm RPG game theory

The Dragon Storm Game Theory has several component parts. Today I am going to put down some words on our underlying game theory. These are in no particular order of importance.

1. Keep it Simple. Whenever their is a long involved way to determine the outcome of situation and a short way. The short way is best.

2. Embrace the Chaos. Warp and Od cause weird things to occur. No rule, law or belief is absolute in DS, just because it always worked the same in the past does not mean it always will in the future. Deal with it.

3. Make it fun. Players are here to entertain GM's. GM's are here to entertain players. Make sure everyone has fun.

4. The GM/Warden running a game is the final authority at the table. They will offer you chaos and fun, but their word is final. Respect the GM. See rule 3.4, the GM's rule.

5. Creativity and Flexibility are desirable. We want you to try new ways of using the same spells, abilities and skills. Our GM's will listen to you, they are good.

6. When in doubt, it is time for a contest roll, unless a player has a real good idea.

7. Try never to lead players around by the nose. We believe in free will.

I am absolutely sure I have missed something, but this is a start.

-- Post From My iPad

No comments:

Post a Comment