Monday, August 29, 2016
#RPGaDay - Day31
Embrace failure. Celebrate weakness. Perfect is boring. Houses of the blooded gave me an introduction to shared narrative control and opened my eyes to why a game that last one of the main stats at ZERO was a great design approach. Weakness reminds the players that they're best working with others. That at its most basic, a role-playing game is more fun when everyone is social at the table. While maybe there are some games where paranoia and mistrust are paramount to the game's themes, this does not mean the players at the table should stop engaging with one another for whatever reason. It simply means one must at least make an effort to interact with others, as table top games are not single player experiences.