I remember reading a book of game master advice where one piece of advice was that you should design your have the same way that module writers design theirs. Ie, don't build in flexibility, and narrow the potential endings to the story arc to just three or so, script cut scenes that the PCs can't change, etc. It was the worst advice I'd ever seen. "Just throw out all the advantages of being a tabletop GM and instead make your game a cut-rate CRPG." D:
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Date: 2018-07-17 05:27 pm (UTC)I remember reading a book of game master advice where one piece of advice was that you should design your have the same way that module writers design theirs. Ie, don't build in flexibility, and narrow the potential endings to the story arc to just three or so, script cut scenes that the PCs can't change, etc. It was the worst advice I'd ever seen. "Just throw out all the advantages of being a tabletop GM and instead make your game a cut-rate CRPG." D: