Tuesday, September 30, 2014

Something that blew my mind when I did ran Swords without Masters:

Originally shared by T. Franzke

Something that blew my mind when I did ran Swords without Masters:

One of the phases in the game is the perilous phase. In this phase the GM will threaten the player characters with more and more threats that escalate quickly. The GM can not stop doing that. One of the players needs to take the dice and say "this phase is over now". You as a player can just decide that this is enough now and you want to do something else. My players didn't really pick up on that and I just realized it after a while. In some way this game still feels really trad just because you are doing classical sword and sorcery fantasy stuff. It also feels a bit like Dungeon World in that the GM is constantly making moves at you. So getting it into your mind that you as a player have the power and the responsibility to finally end that pressure can be really mindboggling I think.
I was literally sitting there and telling my players that they need to end this if they want me to stop. It took a while.

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