Tag Archives: rpg

Limits of Control

Following up on yesterday’s topic of Developer Moments, which are defined as:
Any time the player’s available verbs are restricted beyond what can be attributed to a clear narrative device.
Let’s talk about some classifications of developer moments. I’m going to try and keep my player-centrist attitudes to a minimum, but forgive me if I slip. At [...]

It’s All About the Spider-Bees

I have found that many pen-and-paper role playing experiences are very much like a video game. You spend an inordinate amount of time creating a compelling back story to match your character’s skills and the GM complete ignores it and forces you to align your character motivations to their plot. Some reinforce this expectation with [...]

Getting Results

The HoneyComb Engine encourages Weavers to let the Spinners interpret their own failures and successes–performing the resulting scene and making decisions about the mechanical consequences. Together, the Skein reaches an understanding of what a 6 point success means in relation to a 3 point success, or a 4 point failure. Once they do, they are [...]