Deciding What To Care About

Part 3 of ? in the Cultivating a Storytelling Mindset series The hardest thing I ever ask of a player is to decide what they're going to care about. Some games tell you what to care about, right? You’re dungeon delvers, so you’re supposed to care about the treasure. Advancement is a strongly implied goal… Continue reading Deciding What To Care About

The Cudgel and the Contract

One of the most interesting play-aesthetic gaps in gaming to me is the chasm between how players want to resolve in-game social conflicts. You can prefer natural, normal talking, or you can prefer going to the dice. Maybe some folks don’t feel strongly about social conflict resolution, but I haven’t met them. It should come… Continue reading The Cudgel and the Contract

Divine Favor (a BW Scenario/Campaign)

Running up to Dreamation 2016, I fell deep, deep down a research hole. I wanted to do an elaborate Burning Wheel scenario for the con, and gosh did I overshoot. It was, well...it was too elaborate for a four hour slot. And I had to spend a lot of time teaching folks how to play… Continue reading Divine Favor (a BW Scenario/Campaign)

Deep Dive: Impulse Drive

Last week I talked about how I’ve finally jumped into the deep end of the online roleplaying pool. The game we’re playing is Adrian Thoen’s Impulse Drive, a Powered by the Apocalypse game in the spacefaring scumbag genre. It’s the first of many games I’ve played that has really captured the kinetic romp I want… Continue reading Deep Dive: Impulse Drive