Showing posts with label System Agnostic. Show all posts
Showing posts with label System Agnostic. Show all posts

Friday, November 18, 2016

Fundamentals: The Social Contract

The social contract that should
be enough, but sometimes isn't.
The "Social Contract" is an idea that floats around in Tabletop Gaming about what is expected, in a meta sense for players and the GM. It is closely related to campaign planning, but subtly different; where campaign planning deals with designing the specifications of the campaign or adventure and has direct mechanical or narrative consequences on the game, the social contract is everything that happens outside of a game. In a perfect, ideal world, amongst adults, no one should need to nanny, coddle, and reprimand players, but sometimes there are shades of gray, or a misunderstanding of what is and isn't expected, rude, and polite. Today, I look at a list of questions one can ask themselves and the group while preparing or running "session 0," that might help things go smoother down the line.

Tuesday, August 30, 2016

Editorial: Help Me Help You Make A Character That's Fun To Play

That's a Character.
It's a weird, not really a system specific problem for GURPS or anything, but it seems a problem that I have difficulty solving. The problem that I need to solve is that I am having a lot of troubles spontaneously developing the power to read minds. I've talked about something in a similar vein before, but today, I'll try working on this in a subtly different way. Let's talk about how GURPS (but also, probably every RPG?) is not a one man show, and when everyone works together, it makes for a better game.

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