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Your Better Instincts

I admit that I’m usually all about taking advantage of your instincts to hose your players to make things more fun for them, but I want to take a second to turn that around. See, while I’ve gotten better, one of my real weaknesses as a GM is a tendency to be too nice. If […]

Stuffing the Underpants

Great comments on yesterday’s post, at least some of which speak to the subject of today’s post – what to do once you’ve got your underpants gnome plan in place. It’s all well and good for me to say “Come up with a plan, then fill in the gaps that present themselves” but it might […]

Underpants Adventures

Very interesting post about what went wrong with the Star Wars prequels that’s worth a read for writers and GMs. It boils down to a pretty simple point – if you start with a simple plot, it allows for the characters and story to grow more complex in the telling, but if you start with […]

The Grand Unified Theory of Maneuvers

This may have been covered already in some prior posts on the site, but I’ve found myself typing something like it in an email again, so I thought I’d put this out there in a post of its own: That’s the “secret” of assessment, declaration, and maneuvering, in fact — they’re all the same action, […]

Consequences as Positive Currency

The idea that Fate’s consequences are a kind of currency isn’t new. Many of you are already familiar with the -2/-4/-6 consequences approach we use and recommend, as seen in the Dresden Files RPG and other places. Along with the stress track, they add a tiny resource-management aspect to Fate, and they tie into the […]

Rating the Unratable

I think I’ve mentioned before that if you haven’t read it, Atul Gawande’s Better is a great book about how things can get systematically improved. It focuses on medicine, but it’s one of those all-purpose insightful books. Anyway, one section that really stuck with me was the Apgar score (article version here, for the curious) […]

Streamlining Snags

4e classes are interesting because, by and large, they’re pretty distinctive. There comes a point in play when you know they’re working. The Barbarian rounds a corner and becomes a damage output machine. The Warden stands his ground against an impossible foe. The Warlock kills a lot of people, really horribly. It’s the point where […]

The Meek Shall Inherit The Tabletop

One of the most important lessons I learned from MUSHing (for the unfamiliar, think of it as LARPing online) is the power of weakness. People play games looking for chances to be awesome, but in a game where you’re interacting with other players, that creates few opportunities, because everyone else would like to be awesome […]

Keeping 4e’s Skin

First, here’s an important qualifier. I like 4e a lot. I think the combat is a ton of fun, and it’s full of good ideas, so please do not take what is about to follow as a broad criticism of 4e. It’s not. It’s a solution to a problem I wrestle with at my own […]

Leveling Up To 1

There was a great discussion on twitter yesterday about what might go into a hypothetical RPG for new players based on changing 4e or Pathfinder. Lots of good ideas, but it also reminded me of another idea that I’ve been sitting on for a while, one that puts 4e through a lens of Harry Potter […]