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When in doubt, break the routine

Index | Overworld? | Rules | Roleplaying Commandments | When in doubt, break the routine

Traditionally a player in a roleplaying game only has to think about what their character would do in a given situation. If you're reading these rules in order, you'll realize already that I expect much more from players in this game. I'm convinced that players have a good sense of the story as a whole, and can see opportunities for interesting things to happen just as well as the GM. Of course, there are a lot more of you than there are (is?) of me.

So, if things are exciting and you're fully engaged, by all means just sit back and enjoy the story. But if you're feeling a bit at loose ends, or you'd just far rather deal with a murder mystery than a diplomatic ball, you should make recommendations. Just say (out of character, of course) "Hey, what if the Duchess Van Spruy were found stabbed to death in her dressing chamber right about now?"

And for the love of all that's holy, remember that the most fun you can have is in overcoming problems. So look for the opportunity to make things difficult! If you spot an opportunity I miss, please bring it to my attention.

Conversely, there are times when the little things can mean everything. Legends grow up around the Scions, and you should feel free to point out to me when there's a good opportunity for more legend making. People are impacted by the Scions, and you should point out when such an impact might come back to haunt you or save you.

Page last modified on January 26, 2007, at 11:50 PM