#Stack
I like this one because it flows from the last entry, "want".
When I design my campaigns and sessions, I stack the deck in my player's favor. My players are more likely to be wiped out by a bad die roll than any creation of mine.
When planning, I use the rule of three to stack the deck in their favor. At the table, there are three ways to complete a task: Conflict, Parley, Escape. Usually, they end up being called: Combat, Talking and Flight. Under those three categories, I think of three ways to be victorious in a fight, three things the characters could say that would end the conflict and three ways to escape.
Of course, my players are smart and they end up doing the exact same thing, with completely different answers and completely different outcomes. By working with the players ideas, the game flows naturally but no one can say where that flow will take us.
Of late, I have been playing D&D with my family. A lot of one off modules, sessions and different rule sets. Last weekend, we tried playing Keep on the Borderlands with AD&D characters. It's a favorite of mine.
This time, my kids found a game breaker in their first expedition to the caves. In all the times I've hosted or played "The Keep", this one possibility never occurred to me. And I look for game breakers. Mainly so I don't accidentally kill the party or allow the party to kill themselves. This solution to "Keep on the Borderlands" is pretty cool. I'll post about that separately, but the point is, by stacking all of the possibilities with the players capabilities in mind, you get an enjoyable game which does contain risk, but doesn't come off as "over-powering" or "loaded" against the people playing.
I like this one because it flows from the last entry, "want".
When I design my campaigns and sessions, I stack the deck in my player's favor. My players are more likely to be wiped out by a bad die roll than any creation of mine.
When planning, I use the rule of three to stack the deck in their favor. At the table, there are three ways to complete a task: Conflict, Parley, Escape. Usually, they end up being called: Combat, Talking and Flight. Under those three categories, I think of three ways to be victorious in a fight, three things the characters could say that would end the conflict and three ways to escape.
Of course, my players are smart and they end up doing the exact same thing, with completely different answers and completely different outcomes. By working with the players ideas, the game flows naturally but no one can say where that flow will take us.
Of late, I have been playing D&D with my family. A lot of one off modules, sessions and different rule sets. Last weekend, we tried playing Keep on the Borderlands with AD&D characters. It's a favorite of mine.
This time, my kids found a game breaker in their first expedition to the caves. In all the times I've hosted or played "The Keep", this one possibility never occurred to me. And I look for game breakers. Mainly so I don't accidentally kill the party or allow the party to kill themselves. This solution to "Keep on the Borderlands" is pretty cool. I'll post about that separately, but the point is, by stacking all of the possibilities with the players capabilities in mind, you get an enjoyable game which does contain risk, but doesn't come off as "over-powering" or "loaded" against the people playing.