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7/21/2025, 9:15:53 PM
In my experience newby players and GMs, especially with DND, will be doing a lot of mother may i questioning, trying to "outsmart the DM", and get bogged down in granularity that doesnt add to why 90% of people play ttrpgs. I actually still enjoy DND for what it is and enjoy solving problems within its confines, but the best campaigns i have been in were when the players had a big input on what the world is like and what the goal was and not be adversarial with the one running it
ive played through a whole campaign of blades and have ran two of my own now, to me it encourages a lot of the behavior that good GMs take for granted: expand on the things/characters/factions the players think are cool, let them decide how they want to pursue things but don't be afraid to give them consequences they won't enjoy for their actions etc. but it still has enough crunch to let players have clear mechanical progress that reinforces their advancement in the story
ive played through a whole campaign of blades and have ran two of my own now, to me it encourages a lot of the behavior that good GMs take for granted: expand on the things/characters/factions the players think are cool, let them decide how they want to pursue things but don't be afraid to give them consequences they won't enjoy for their actions etc. but it still has enough crunch to let players have clear mechanical progress that reinforces their advancement in the story
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