I have seen players quit other good GMs' campaigns too, over equally cryptic approaches to setting creation and storytelling. This was especially hard when as a player I felt like I had an intuitive sense of where the GM was going, even if I didn't get all the references.
Well, except for that one time I really misread the GM's cue: my wereraven proceeded to step outside of a magical circle, and was shortly edited out of the rebooted universe, once the circle closed. Period.
Sometimes you do play the feathered wise fool.
But bottom line: not everyone can follow the mystic thread; not all clues are obvious; and not everyone enjoys gaming-as-mystery. It's important to figure out ways to get players the information they need and get them into the action. That will be more fun for them than spending forever exploring a realm and trying to figure out where the adventure really is.
That is one good piece of advice from the new Book 2 - Gamemasters for Everway: Silver Anniversary Edition.
Nevertheless, here are a few of the "deconstruction flakes" swirling around in my head for the current campaign. Some of these will make it into the game. Others, maybe not.
-Brittle Sand
-Pebble
-Bubble
-The Crossbow Monks
-The House of Oars
-Arcsand
-The Gleaming Pit
-Midway
-The Bridgehouse
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